The spirits, having performed their attack, make a short break and the brave adventurers use this chance, to retreat as fast as they can. The trampling from the stairs has become louder and youre now sure that you can also hear the sounds that flying dronicopters make.
You run through the rooms, jump over the trapped area - just to be sure - and are back in the corridor in no time. Bragrack and the little girl are a bit ahead of you and they are moving north towards the stairs that lead to the Officers Floor.
The Spirits chase you, but strangely they become more and more transparent. Then they try a last attack and storm towards you, but instead of attacking one spirit is absorbed by the Hammer you looted, another one by the Shield and the last Spirit is absorbed into Raulus sword. What could this mean you wonder?
But there is no time to think about this. You hear angry shouting "Master Braxon has been slain! - Secure all exits! Then search every room and every floor ! - Maybe dark magic? - Get the inquisitor!"
Welp, nothing doing, so we might as well head for the last vault since we have the key and it's practically on the way out anyway. Duucxejial will occasionally work on Raulus's injuries as we go.
And so you head straight for the prison exit. As you arrive at the stairs, Bragrack and the little girl are already waiting for you. You close the door to the prison from the outside, maybe that will buy you some time. From the other side of the door you can hear the sound of Dronicopters approaching.
Then the little girl, who was looking at the stairs, suddenly turns its head around by 180° and starts speaking. Its skin has become pale white with dark black visible veins and its eyes are completely black. "Thank you", she says, and then she, or better it, explodes and splatters the seemingly dead body all over the place and releases a dark cloud of, whatever it is, you dont know, which flies upstairs while insects are falling out of the dark cloudy mass that its made of.
-New LongTime Quest gained:
Find out what creature you have accidently released from prison.
But right now there isnt much that you can do.
Bragrack seems to be terrified as he sees this, and so you push him more or less up the stairs and then you arrive at Floor 2, the Officers Quarters. You run to the east then south and then west again towards the stairs.
On the right is the stair that leads down to level 3, the storage area and on the left the stairs that lead up to level 1, the barracks. Just as you want to go down the stairs to level 3, a dwarf appears on the stairs that lead up who looks very surprised as he sees you.
A. - Its only a single dwarf. Ignore him while he's still surprised and lets run down to the storage area.
B. - Fight the dwarf, but that will take time and maybe the other dwarfes will get us then.
Can we tell what kind of dwarf it is? Regardless, if Wenkman and Raulus are willing to spend 1 mana each, Silence -> Exploding Blade -> Sundering Sonata should slay them while barely pausing our run to do so. We have plenty of ways to heap on more ranged damage if necessary as well before the round ends.
Edit: Duucxejial will have finished healing Raulus by now, continuing to intone his aria to begin on Rarg's wounds and prepare for further unexpected events.
You cant tell, what kind of dwarf it is, and theres no time to think. The stairs where the dwarf came from arent that brightly lit. You must react and decide fast now.
Apparently we're not even allowed to know whether or not it has ward, so that's all I can reasonably ask of you. If for some reason 5 damage after losing all abilities isn't enough to kill the dwarf though (which would make it a kind we haven't encountered yet), Duucxejial is willing to throw a second Sundering Sonata in at the end.
If you want, you COULD stay and examine the dwarf closer, but that costs time. At the moment it seems the dwarfes are busy with closing all exits and searching the building, beginning with the prison floor.
If you want to risk it, fine, but it could have severe consequences.
A.- Examine the dwarf to find out what type of dwarf it could be.
B. - Ignore the dwarf and keep running towards the storage area
If spending less than five seconds on this random dwarf (I'm amazed gleaning any information costs more than an RP action) has 'severe consequences,' then we're just as screwed if we run without doing anything, no? I can hardly tell the difference between these options in that case.
He's to surprised to do anything, when he sees you, but then as he wants to shout something, only a "Intr...hmpfmhmpf" can be heard, as he's silenced by Wenkman.
The Dwarf sinks to the ground, but as he does so, you hear a dwarfen voice coming from the stairs, that sounds like its asking something. And then you hear a loud shout coming from the stairs. "ALARM! HERE!", which is answered by a lot of other dwarfen voices.
You keep rushing down the stairs towards the third vault. Once youre on the storage floor, you take the corridor that leads north to the vaults and then you head east to the door of the 3rd floor. As you are trying to open the door with the three keys you found as fast as you can, suddenly a wave of holy magic rushes over you and you hear a voice: "Surrender now, Intruders, or die!"
This time its just the other way around as youre used to so far. A dwarf caught you off-guard. And he hit you with this.
Your weapons crumble into dust and you are facing a really angry
Who attacks Duucxejial for 3 damage and then ends his turn.
No idea how all five of us got caught off guard given the layout of the floor and how at most two of us are holding keys in the scenario you've given us, but sure. ??♂️
Duucxejial casts Denkeeper's Boon on himself before combat damage, dealing 1 damage to the Cleric (after absorb) and proliferating the counters on himself and Rarg. (Assuming nobody else takes action before combat damage.)
Gladewalker's Shroud. The "encounter" never ended, and even if it did, Duucxejial would have recast it on at least himself for the optical camouflage. If the "encounter" did "end" when the spirits vanished, then Rarg will be hurting unless Wenkman counters Might of Forge and Flame as he'll drop to 5/0.
Edit: Never mind the proliferate, since the cleric is a normal mob. (It shouldn't matter unless we're about to get TPK'd by reinforcements anyway.)
The Dwarf caught you off guard. You didnt see him, when he cast it and when he did it was too late. You cant counter Might of Forge and Flame cause the Dwarf ambushed you.
An encounter is over once there are no more enemies. Paladin encounter was over when the spirits vanished. Dwarfen Private encounter was over when you killed him. If a character is "downstate" (below zero life) but the rest of the party is alive after an encounter is over that character is back with 1 life. And between encounter you still regenerate here in this dungeon 1 life and 2 mana. (although, not in the prison area, because of runes in walls). So no one is dead or below zero at the moment. And didnt Duucxejial use some healing on the party while the adventurers were on the way to vault 3?
Duucxejial was acting under the assumption that the encounter had not ended (because in character it practically hasn't). With the timelines being as insane as they are, there's no way he'd have time to both heal everyone and prepare for whatever you're going to throw at us between now and the exit, and Raulus definitely needed help with 4 -1/-1 counters on him. If those counters faded alongside the spirits though (leaving Raulus effectively unscathed), then Duucxejial would have spent that time on Rarg and Bragrack, fully healing both in the same amount of time it would have taken to fix Raulus.
That said, Duucxejial will leave the fighting to those more suited to it (i.e. Rarg and Raulus). He'll spend one action opening the vault, another casting Offer to the Ancients on Might of Forge and Flame (proliferating the +1/+1 counter on himself), and save his third.
@FireOfGolden we're getting railroaded again, so you can't use your instant speed action to save us from the event. (It's still available if you want to use it for something else though.)
@FireOfGolden Duucxejial exiled it with Offer to the Ancients.
Rarg and Raulus each attack the cleric. If that doesn't kill them, Duucxejial will spend his third action on Sundering Sonata before regular combat damage so we can move on to looting the vault and getting out of here.
@LvB I'm back, undo what cadstar had Raulus do. Instead, Raulus will use an action, two actions, or maybe even three to shout as loud as he can "Members of the so-called lesser races of Luxeria, join us in this fight to defeat these racist Dwarfes!!!" He will also use his skills as Uniter to make it sound more reasonable, and the actions to make it louder and more likely to reach the surface and bring reinforcements. Saving last action just in case.
We're nowhere near any place someone could possibly hear us, and even if they could they wouldn't know how to get in here, so you're just going to bring the entire fortress down on our heads if you do that.
And so Raulus shouts as loud as he can, but since you are at least three floors under ground in a fortress with thick walls, thats filled with hostile dwarfs, its not very likely that anyone except for dwarfs will hear you.
To sum it up:
Dwarfen turn: Dwarf cast Might of Forge and Flame and attacked Duucxejial and hit him for 3 damage. In return Duucxejial hits the Dwarf for 1 but htat damage is absorbed.
Adventurers turn:
Might of Forge and Flame is destroyed by Duucxejial's spell.
Raulus starts shouting.
Rarg attacks the Dwarfen Cleric, hitting him for 5 damage, triggering resilient. The Cleric hits Rarg for three. Cleric is down to 1. Rarg is down to 2.
Duucxejial kills the Dwarfen Cleric with Sundering Sonata.
Combat is finished. Everyone regenerate 1 life and 2 mana.
The combat noise and the shouting sure wasnt helpful, but the dwarfes know that you are here already, so it probably makes things not really worse, you hope.
Quickly you open the door to the last vault and you see a room full of definitely magic items. They shine and glitter and glow by themself and then you see your items too. But what have the dwarfes done? The room is filled with magical crystals that radiate magical energie which seems to be absorbed by the weapons and which is empowering them.
First you grab your confiscated weapons, and then you fill a chest with as many weapons and other items as you can find and that you are still able to carry.
As you touch your weapons you feel that there is now a magical connection between you and the item. And somehow you know that youre even able to reshape and reforge this weapon from time to time as your experience and power grows and that it will become more powerful, over time.
New Quest:
Create the empowered version of the weapons that got confiscated by the dwarfs.
They are now Legendary Rare items that give +2/+2. The equipped creature gets a one-word ability that a creature can have (for example: haste, bushido, devoid etc.)
Furthermore the weapons have an ability that requires spending mana and an ability that requires tapping the equipped character. The mana ability can be used only once per turn.
And you can reforge them in any shape you want. (For example: Duucxejial Ring could become a mace or a dagger or a shield, Rargs torch could become a spear or a hammer etc.)
And as for the torch: it gains the RP only ability that its an everburning torch that can be turned on and off by its wielder with a thought, no matter what shape it atually has. For combat thats not relevant but in dark places its surely useful.
And please create reasonable weapons without gamebreaking abilites.
Comments
Edit: Duucxejial will have finished healing Raulus by now, continuing to intone his aria to begin on Rarg's wounds and prepare for further unexpected events.
I guess I have no choice but to gamble it, don't I?
Oh well, Wenkman casts Silence on Dwarven!
Duucxejial casts Denkeeper's Boon on himself before combat damage, dealing 1 damage to the Cleric (after absorb) and proliferating the counters on himself and Rarg. (Assuming nobody else takes action before combat damage.)
Edit: Never mind the proliferate, since the cleric is a normal mob. (It shouldn't matter unless we're about to get TPK'd by reinforcements anyway.)
Duucxejial was acting under the assumption that the encounter had not ended (because in character it practically hasn't). With the timelines being as insane as they are, there's no way he'd have time to both heal everyone and prepare for whatever you're going to throw at us between now and the exit, and Raulus definitely needed help with 4 -1/-1 counters on him. If those counters faded alongside the spirits though (leaving Raulus effectively unscathed), then Duucxejial would have spent that time on Rarg and Bragrack, fully healing both in the same amount of time it would have taken to fix Raulus.
That said, Duucxejial will leave the fighting to those more suited to it (i.e. Rarg and Raulus). He'll spend one action opening the vault, another casting Offer to the Ancients on Might of Forge and Flame (proliferating the +1/+1 counter on himself), and save his third.
@FireOfGolden we're getting railroaded again, so you can't use your instant speed action to save us from the event. (It's still available if you want to use it for something else though.)
Rarg and Raulus each attack the cleric. If that doesn't kill them, Duucxejial will spend his third action on Sundering Sonata before regular combat damage so we can move on to looting the vault and getting out of here.
I'm back, undo what cadstar had Raulus do. Instead, Raulus will use an action, two actions, or maybe even three to shout as loud as he can "Members of the so-called lesser races of Luxeria, join us in this fight to defeat these racist Dwarfes!!!" He will also use his skills as Uniter to make it sound more reasonable, and the actions to make it louder and more likely to reach the surface and bring reinforcements. Saving last action just in case.