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301
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 08, 2021, 05:12:01 pm »
A coin flip says we'll let this one go.

Quote
You'd prefer to keep a low profile now that you're a magic user. Certainly, the best ways to stop the man that you can think of all involve magic. You watch as the thief disappears into a nearby alleyway with the stolen basket of apples. (Increased Caution.) (Increased Calculation.)

But the whole matter of the thief is quickly forgotten when a man down the street shouts: "Death cloud!"

Looking down Main Street to the east, you can see a dark purple-and-black cloud on the horizon. The cloud looks big, maybe as big as the town. Judging from the strong wind today, it may be here in less than an hour.

This is not Akriton's first brush with a cloud of negative energy. Immediately, the merchants break down their tents, and many market patrons hurry into their houses and basements. Shutters snap shut all down the street. The animal sellers hastily bargain with landowners, then push their sheep through storm doors into basements. A baby cries madly despite her mother's tense reassurances. Some people uproot flowers as they pass them; they'll be no good to anybody else soon enough.

Since everyone will be sheltering inside soon, you could help out the town with some magic. But you think it will take some very powerful magic indeed to stop this cloud.

1.Use automation to repair the town's ancient, rusty set of giant fans.
2.Part the cloud with negation magic.
3.Use divination to find stragglers whom this cloud might kill.
4.Take shelter myself and continue my magical studies.

Spoiler: Stats (click to show/hide)

302
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 07, 2021, 11:07:05 pm »
We can't afford the negation potion, so we're done here.

Quote


You decide you're done shopping for now.

Just as you're about to head home, you hear Fruitseller Fran cry, "Thief!"

You spin around to see a man in drab brown clothing brazenly running off with a basket of red apples, leaving a large gap in the offerings of Fran's fruit cart. He easily shoves aside all the townsfolk who try to get in his way.

Fran uselessly shakes her walking stick at him, crying "Thief! Thiieeef!" until she starts to lose her balance and leans on it again. "Thief!" she cries hoarsely.

You think you can tell which horse at the corner of the market he's running to. He'll pass within twenty feet of you.

A negation blast is probably out of the question, but you have other options. If you're subtle, you can cast something without attracting attention.

1.I use vivomancy to make a nearby tree trip him.
2.I cast a glamor, then cry out, "Halt!"
3.I don't want to attract attention. The thief can escape.

Spoiler: Stats (click to show/hide)

303
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 07, 2021, 10:40:48 am »
We sell the tray, and buy the book, a turkey leg, and an all black outfit, and then we browse hats.

Quote
Sell the flying serving tray for 600 gold.

You see a merchant with a fine carriage selling silver- and gold-plated tableware, and you demonstrate your flying serving tray to the man.

He is astounded by your demonstration and offers you an impressive sum. (Gained 600 Gold.)

Buy an all-black outfit suitable for sneaking around. (175 gold.)

You go to one of the vendors peddling shady semilegal goods, and purchase a black form-fitting wrap popular among thieves and assassins called a "gi." Enthusiastic about your new sleek appearance, you decide to continue wearing the black gi for the rest of the day. (Lost 175 Gold.) (Gained Subtlety.)

Buy a rare old history book called Via Verita Abraxas, or "True Life of Abraxas," for 300 gold.

(Lost 300 Gold.) You purchase an extremely old book that uses a very scholarly dialect of the ancient tongue, titled Via Verita Abraxas, or "True Life of Abraxas." You suspect that the trader thought it was merely another copy of the Book of Abraxas, but in an ancient tongue. Not so; the Book of Abraxas treats Abraxas as divine, but this book starts very differently.

Abraxas is the most powerful wizard who ever lived, and we would do well to understand his life. It starts, probably, with glamor magic. Philautia omnes, kleos venenum. Simple words, but Abraxas understood they could be used with different effect on different people. Those who are used to following orders will fall under the glamor's spell more readily. (Gained Glamor.)

Using your expansive knowledge of ancient history, you find you can decode the following additional passage from True Life of Abraxas: Abraxas traveled north by northeast from Akriton to the Magisterian capital of Phaedra. He came to speak with them of peace. But the Magisterians had a curious means of controlling the spread of magic: only the rich were allowed to use it. Their society had very little use for the truly poor.

It was then that Abraxas conceived of the idea of trying to convince the Magisterians there was a higher power who would judge them for their sins. This idea was a failure, but could be thought of as a success if we view it as a valuable test run.
(Learned ancient Magisterian capital location.)

Unfortunately, that is the current limit of what you can translate. But as you learn more about the ancients and their tongue, you might be able to translate more.

Buy one of those big turkey legs I always see people around here eating. (5 gold.)

You see a fair number of people roaming the market with big old turkey legs and steins full of beer. You're not sure about drinking this early in the day, but those turkey legs look fun.

You purchase one. Why not? (Lost 5 Gold.) (Increased Humor.)

Browse some hats.

The hat seller gives you a suspicious look as you begin to examine her hats. "You mess them up, you bought them," she says with a wag of her pudgy finger. "These are custom-made hats as good as anything in the capital."

Purchase a jaunty feathered hat for 400 gold.
Purchase a big floppy black hat for 400 gold.
Buy a conical hat decorated with stars and moons for 400 gold.
The hat seller has correctly identified me as someone who won't buy anything. (We don't have any other option, since we don't have enough money for a hat. If we want, we can sell something and come back to buy one.)

"I knew it!" the milliner begins to rant, but you're out of earshot soon enough.

What else will you buy or sell at the market? (You have 220 gold.)

Selling options:
1.Sell all but one of the clutch of dragon eggs for 350 gold.
2.Sell the whole clutch of eggs for 500 gold.
3.Sell my alchemy set for 400 gold.

Buying options:
1.Buy some fine clothing suitable for a noble. (150 gold.)
2.Buy a good set of chain armor. (350 gold.)
3.Buy an old tonic that the seller claims helps with a variety of maladies. (300 gold.)
4.Buy ingredients for a potion to improve my negation magic for 350 gold. (Requires alchemy set.)
5.Buy ingredients for a potion to improve my glamor for 300 gold. (Requires alchemy set.)
6.Buy a set of fine tools and spare parts for automation. (400 gold.)
7.Donate 1 to 500 gold to restore the copper tree sculpture at the center of the marketplace.
8.Visit Seer Marie, the fortune-teller, for 25 gold.
9.Browse some hats.

Alternatively:
I think my business at the market is done.

Spoiler: Stats (click to show/hide)

304
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 06, 2021, 08:10:11 pm »
And to add on to what Glass said, I'm gonna stop counting your votes if you keep giving spoilers.

305
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 06, 2021, 06:41:46 pm »
They belong in a living room museum!

Quote
"I'm still looking for real magic, though," you say, your voice quivering slightly since you're unused to lying to your parents. "I found a lot of interesting things in this last expedition, but I'll never be a wizard at this rate."

"Well, perhaps that's for the best," your mother says, patting you on the shoulder. "The Church inquisitors do sometimes come around, even here."

"Maybe you could just become an auctioneer," your father suggests. "You have enough cr—enough items," he corrects himself. "Auction items—whatever the fancy word for them is."

"'Lots,' dear," your mother says, ever attempting to expand your father's vocabulary.

"Yeah, lots," your father agrees. "Lots and lots."

"Of lots," your mother says, unsure whether her lesson stuck.

"Lots of lots," your father says, now clearly lost but trying to meet your mother's standards.

"I'll think about it," you say, to get the conversation back on the trail. "As a first step, I am going to sell a few things at market tomorrow."

"Oh, could you pick up some eggs for me?" your mother asks.

"Yeah, and I broke my measuring stick yesterday, can't pick one up myself 'cause I work all day," your father says.

And so it goes. Honestly, your parents can't really imagine you as a powerful wizard, regardless of how proud of you they are, so they're all too willing to believe your fib. You tell yourself this is for the best, even though perhaps you would have found it a relief to be able to share your secret with them. (Increased Caution.) (Increased Calculation.)

After your parents leave, you decide it's high time you visited the market to sell the random artifacts you don't intend to keep.

Colorful flags of different trading companies flutter in a strong wind above the market square, which is bustling with activity this morning. Though Akriton is fundamentally a small town, it happens to be the only town for many miles on the north–south road that is closest to the Negative Sea on the eastern border. A fair number of traders bearing mundane goods such as grains, dyes, and cloth therefore stop in Akriton, as do monster hunters and treasure hunters offering hard-to-appraise finds from nearby ruins. The merchants mostly trade from impermanent tents open at one side, but some wander through the crowd and act as their own auctioneers: "Who will give me fifty, fifty for a silver ring from the time of the ancients? Fiftyfiftyfifty thank you fifty-five-fifty-five-fifty-five I have fifty-five…" The air is sweet with the smells of cinnamon and curry spices from the south, and stinky cheese from the north.

A copper, haystack-like lump in the center of the market was once a tree sculpture in ancient times, but it was melted centuries ago by a roaming dragon's breath. It was always said to be good luck, and one of Mayor Cos's projects is to fundraise to restore the tree.

You think selling magical items won't cause trouble for you this far from the capital; many traders out here near the Negative Sea don't ask too many questions. At any rate, possessing magical artifacts is considered a far lesser sin than the casting of spells.

What will you buy or sell at the market? (You have 100 gold.)

(I've reorganized this a bit in the interest of time.)

Selling options:
1.Sell all but one of the clutch of dragon eggs for 350 gold.
2.Sell the whole clutch of eggs for 500 gold.
3.Sell the flying serving tray for 600 gold.
4.Sell my alchemy set for 400 gold.

Buying options:
1.Buy some fine clothing suitable for a noble. (150 gold.)
2.Buy an all-black outfit suitable for sneaking around. (175 gold.)
3.Buy a good set of chain armor. (350 gold.)
4.Buy a rare old history book called Via Verita Abraxas, or "True Life of Abraxas," for 300 gold.
5.Buy an old tonic that the seller claims helps with a variety of maladies. (300 gold.)
6.Buy ingredients for a potion to improve my negation magic for 350 gold. (Requires alchemy set.)
7.Buy ingredients for a potion to improve my glamor for 300 gold. (Requires alchemy set.)
8.Buy a set of fine tools and spare parts for automation. (400 gold.)
9.Donate 1 to 500 gold to restore the copper tree sculpture at the center of the marketplace.
10.Buy one of those big turkey legs I always see people around here eating. (5 gold.)
11.Visit Seer Marie, the fortune-teller, for 25 gold.
12.Browse some hats.

Alternatively:
I think my business at the market is done.

Spoiler: Stats (click to show/hide)

306
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 06, 2021, 10:32:16 am »
Wild horses.

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You repeat the same process for a second creature of the opposite sex. It's easier the second time around. (Gained Vivomancy.)

Then, after ensuring the two creatures like each other—like, like like each other—you let both free in the Mild Woods…and wait. It may take a while to see any change in the woods, but you're playing the long game, and the endgame of that long game is filled with horses.

You're so involved in your magical pursuits that you don't really think to call on your parents.

So they decide to come to you. You recognize the drumroll-like knock of your father on the storm doors of your apartment.

Your father greets you with a hug when you open the door. "Foo!" He's a construction worker, but he's always been more physically demonstrative than you would expect from someone in his profession. The hug gets some sawdust on you. "You didn't even say hello! We weren't sure whether some great drake was munching on you like a big turkey leg!"

"Rude," your mother sniffs in not-quite-agreement. She opens her arms expectantly: the convention, she would tell you, is that the child is supposed to hug the parent. You do; you always do, even when she's at her most judgmental. You proceed to get sawdust on her frilly, shabby dress, which she wipes off with a tsk-tsk.

Your father looks around at your place. "You've got some new stuff in here! So many books…my child is going to be the smartest in the kingdom at this rate!"

"He's always been a clever child," your mother says in quiet satisfaction.

You're a bit old to be called a child—old enough to have children of your own, really—but you don't take the conversation down that well-worn path.

The real question is: are you going to tell your parents that you can cast spells now? Your parents are usually a bit traditional, and you've maintained peace with them so far only by not revealing the extent of your infatuation with magic, which is entirely forbidden.

1.Pretend my finds were purely of historical interest.
2.Admit to learning magic, but act like it isn't a big deal.
3.Solemnly explain that I have great power now, and things will necessarily change.

Spoiler: Stats (click to show/hide)

307
A bit of a crossover with the random thought thread, but I think this picture from the 3rd edition monster manual had a strong effect on me.



It's very evocative. I think Primal and a couple of my D&D characters probably owe some of their mental DNA to that illustration.

308
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 05, 2021, 11:49:57 pm »
Pretty much, yeah. Although it was made with vivomancy, and that school is known for unexpected consequences.

309
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 05, 2021, 10:39:28 pm »
A horse is a horse, of course of course...

(Also, the secondary color isn't the trim of its feathers, it's based on the head. In this case, it's the beak. Given the spirit of the vote, I changed it to black. Please forgive me.)

Quote
A horse? Plural "horses"? Is that right?

Yes, that's what I want to call this creature.

"Horse" it is.

You go into the Mild Woods to collect the living specimens you'll need for the spell: a blue jay for the wings, head, and feathers, and some additional blue and black flower petals for coloration.

On your return, you place the caged blue jay in the middle of your desk and strew the flower petals around it in an intricate pattern dictated by your tome of vivomancy. You feed the creature some special ground meal recommended by the tome for making it docile; surprisingly, it gobbles the stuff right up. You place a hand on its neck.

"Craetura prothea, metamorpha a pedibus usque ad crania!" you say, willing the creature to transform into your desired shape. The flower petals glow blue and black, and their sweet smell fills the air as glowing particles rise from them. Meanwhile, your captive writhes and shudders as similar particles are pulled from it, mingling with the flower particles at the center of the table as its old shell collapses dead.

Finally, there is a flash, and—

Your new horse remains at the center of the workshop table, standing amid the blackened petals. (Gained Vivomancy.) It cozies up to you, and you pet its avian head.

What will you do with this new creature, now that you've created it?

1.I can't part with it. Name it and keep it as a pet.
2.It could fetch a fair price at market.
3.Introduce it into the wild with a partner and see what happens.

Interesting that the game reacted so well to the ingredients of the 'horse'. Normally, this scene involves merging several animals together.

Spoiler: Stats (click to show/hide)

310
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 05, 2021, 04:00:49 pm »
Vivomancy.

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You've read that the primary way the ancient vivomancers gained skill in their craft was by creating new life-forms. You've never done anything like that, but it should be educational.

(For the sake of time, I'm showing all the related choices we're about to get.)

What is the overall shape of the life-form you will create?

1.It will walk on four legs.
2.It will have two legs and wings.
3.It will slither like a snake or worm.

And what will its head look like?

1.It will have the head of a dragon.
2.It will have the head of a lion.
3.It will have the head of a blue jay.

And what will its hide be covered with?

1.Scales.
2.Feathers.
3.Fur.

And what will the overall color of this creature be?

1.Red.
2.Orange.
3.Yellow.
4.Blue.
5.Purple.
6.Silver.
7.Brown.
8.White.
9.Black.
10.Green.
11.Pink.

(There will also be a secondary color, based on the head we pick. Which do you want?)

1.Red.
2.Orange.
3.Yellow.
4.Blue.
5.Purple.
6.Silver.
7.Brown.
8.White.
9.Black.
10.Green.
11.Pink.

Finally, what will you call this new kind of creature? A…what?

(Insert name here)

Spoiler (click to show/hide)

311
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 05, 2021, 01:07:04 pm »
Quirky ancient junk.

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Over years of exploring ruins, you have greedily hoarded anything you could come across that was built by the ancients, whether magical or not. The big stuff became your furniture.

The main places to sit in your living room are all wooden facsimiles of food, which you think the ancients used as advertisements. Your favorite to sit on is a large wooden facsimile of a rounded meat sandwich, but you also have a long sausage in a bun, a low-to-the-ground shredded-meat wrap, and for your bed, an open baked potato. All of these are actually fairly comfortable with a liberal application of pillows.

For end tables, you have various geared axles from larger defunct automated artifacts, and some compelling-looking sleek metal cylinders etched with symbols that look very powerful if only their secrets could be unlocked. They may well be the most powerful end tables ever. (Increased Humor.)

One desk in the corner, made out of the middle finger of a giant golem, is reserved for your "laboratory," humble as it is—or was before your expedition to the sunken academy. The random assortment of automatic trinkets whose power you were trying to unlock now seems like nothing compared to the haul you dump onto the desk: a whole alchemy set, composed of vials, beakers, and burners that you lay out across the desk; the flying serving tray, which lands on the corner of the desk of its own accord; the dragon eggs, still sitting on the serving tray; the torc of life and death from the old laboratory; a few accessories from the dormitories that complement the already dashing look of your duelist's uniform; an assortment of spare automation parts you picked up while exploring the academy; and, of course, the hefty tomes of magic you found, which will form the basis of your further magical study.

You had quite a haul this time around.

Happier than you have been in a long time, you go to your bedroom, a tiny room just big enough for your baked-potato-shaped bed, and drift off to sleep.

When you wake up the next day, you're most eager to continue studying the books of magic you retrieved from the academy.

Which kind of magic will you study the most? Recall that negation is useful for fights but leaves behind deadly clouds; divination reveals information to you but may also reveal information about yourself to someone else in the process; automation creates magical objects but worsens the ever-present storms; glamor makes you persuasive in the short term but wears away at your health; and vivomancy is the magic of life and often has unexpected long-term consequences.

1.Negation.
2.Divination.
3.Automation.
4.Glamor.
5.Vivomancy.

This choice isn't necessarily permanent, it's just what magic we want to practice at the moment.

Spoiler: Stats (click to show/hide)

312
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 05, 2021, 10:39:48 am »
We encourage Tal to get healing.

Quote
"You may as well," you tell Tal. (Increased Optimism.)

"Yeah, better that than get some kind of weird growth where you cursed me," Tal says. You can tell she intended it to be a joke, but it didn't come out that way.

Tal goes to Saint Ann, kneels, and pushes her armor out of the way of where her wound was.

Saint Ann's hand glows, and you see tiny wriggling life in the beams of light that are drawn into it. It reminds you of vivomancy, but this magic is more impressive in a way that you find hard to describe. Ann presses her hand to Tal's leg and murmurs a short prayer under her breath, and the wound seals.

"Now, let me see if I have some advice for you as well," Saint Ann says. She puts her thumb and forefinger to her temples and mutters another nearly inaudible prayer. "Tal, the time is coming when it will be better to reveal…everything. People fear what is unfamiliar more than the familiar. With friends in high places, anything is possible. Do you understand?"

You're somewhat taken aback—surely Ann is suggesting Tal reveal she is a shapeshifter.

"Okay, thanks," Tal says, frowning. She clearly doesn't quite believe being open is a good idea.

Saint Ann winces and puts a hand on her abdomen. "I think that must be my last miracle. Possibly my last in Akriton, since I'm leaving tomorrow."

"Where are you going?" you ask, again worried this is connected to the inquisitor.

"The capital," Ann says. "I need…some rest." She smiles sadly. "I haven't ever had a holiday since coming here, did you know? Not once."

"Well, good luck," you say, still uncertain as to what is happening with Saint Ann.

"I'm afraid I'm out of luck," Saint Ann says. "But, if I never see you again, I want you to remember this: I don't regret being a saint. Not for one moment. Life always comes to an end. All we can do is live it beautifully."

You aren't sure what to say to this, and during your hesitation, Saint Ann departs.

You then say good night to Tal as well.

You're vaguely curious about the plight of Saint Ann, but not enough to risk casting a divination that could reveal you know magic.

You proceed to the home of Banker Sara, whose basement you rent, and struggle with the storm doors as you try to conceal all the random artifacts you picked up from the academy. You have a feeling there was a clause prohibiting the storage of forbidden artifacts somewhere in that long contract you signed to rent the place.

Working the doors open, you proceed into your basement abode.

What does it look like, overall?

1.It's filled with mementos reminding me of friends and family.
2.The floor is dominated by a giant map of all the ruins I know about.
3.I use a bunch of quirky ancient junk as furniture.

Spoiler: Stats (click to show/hide)

313
General Discussion / Re: Order of the Stick
« on: October 04, 2021, 08:24:02 pm »

314
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 04, 2021, 04:27:21 pm »
We blast the ceiling. Sorry for the long wait. I'm especially busy lately.

Quote
"Nihilo magna!" you cry, and a black bolt flies to the ceiling and explodes, causing rocks to rain down on you. Through the purple-and-black haze that remains, sunlight dimly filters into the chasm. (Gained Negation.)

Conveniently, you're already sporting wings. "Hop on!" you say to Tal.

"This is crazy," Tal says, following your instructions. "My best friend has wings, and now I'm just hopping on for a ride. No biggie."

And with that, you fly through the negative-energy cloud, out of the cavern and into the sky, clutching the dragon's egg to your chest. The ever-present thunderclouds above you look a bit peeved, like an ant colony that's been kicked. You look down and see your serving-tray companion stalwartly flying after you, carrying the mottled dragon eggs.

You also see the cavern collapsing—apparently the final hole you punched through it was enough to remove its keystone and bring the whole thing down. You won't be returning anytime soon.

"Aw," Tal says, rubbing your shoulder to cheer you up. "Don't be sad. Look at it this way. You could have gone your whole life without ever seeing that library. But now you have seen it, and you can pursue your dreams. It may be the end of one thing, but it's the beginning of another. Isn't that exciting?"

"Yeah," you say. "It is." You've dreamed of being a wizard all your life. The ability to shape reality with mere thought and will seemed almost a fairy tale, but you finally have the tomes necessary to make it real.

The inquisitors will surely come for you again. People have vanished for knowing less than what you know. A conflict with the Church seems inevitable.

"The end of one thing is the beginning of another," Tal repeats. "That's how it always is. And I have a feeling this is the beginning of something big."

Chapter 2:Home

The skies over the kingdom have not been clear since the time of the ancients. The Eternal Storm they created two thousand years ago with their automation magic continues to make the world a gray, rainy place. At the moment, a light drizzle dampens your wings, but the storm isn't as bad as it could be. Thunder crashes off to your right, somewhere along the coast of the Negative Sea.

The Negative Sea is the huge bank of black-and-purple fog stretching along the eastern border of the kingdom from north to south. Accidentally created at the end of the Great War two thousand years ago, it blocks all passage to the lands to the east—the lands of the Neighbors, once known as the Magisterian Empire. Whether the Neighbors even still exist is a matter of speculation, but the mile-high Negative Sea is certainly real. Composed of dense negative-energy residue, it could dissolve anything that ventured inside.

The plains to the west are scraggly and barren. It's early spring, and new growth is just starting to peek through the tan soil, but you can already see barren trails where "death clouds" have broken away from the Negative Sea and scoured their way across the countryside. As the misty negative residue is relatively heavy, it travels low to the ground—which is just as well, as you're not sure what would happen if the Eternal Storm ever mixed with a death cloud.

You land a mile outside Akriton, in a forest called the Mild Woods, so that you don't draw too much attention on your return. You painfully pull your wings back into your body.

"Back to reality, I guess," Tal says, echoing your thoughts. She looks up at the thunderheads above. "This doesn't look too bad, actually. We should be fine to get home."

By the time you and Tal get back to town, it's sunset. The market in the town square is being disassembled for the day, with canopies rolled up and tentpoles stacked. The scrawny sheep and heifers of the meat market are being herded down the street back to their pastures, complaining with bleats and moos. Some construction has halted for the day, the tall wood-and-rope pulley systems covered with tarps in case it rains tonight.

The market has emptied fast, leaving only Saint Ann sitting cross-legged on a rug, dispensing advice to her last parishioner. The white-robed saint has offered healing and holy visions to Akriton for years, and her aura of holiness is palpable.

"This is where we part ways," Tal says. "Thanks for the adventure." She lifts her pack, laden with whatever artifacts she could get her hands on; you can see old tomes and silver jewelry peeking through its opening. "Mom was going to lose the house, but not anymore—I'm headed straight to the bank tomorrow, not even going to let her touch this stuff."

"Not keeping anything for yourself?" you say.

Tal shrugs. "I don't know, maybe if there's something left. Don't worry about it."

"Wait a moment," calls Saint Ann.

"Tal, your leg didn't heal right," Saint Ann says, pointing. "Whoever did that put you in danger of an infection. Let me fix it."

Neither you nor Tal has been in any trouble with the Church before, so you're uncertain how to proceed. You think the saints act somewhat independently from the Church. Could she have received a vision of the death of the inquisitor you met?

But Saint Ann has an aura of holiness that makes it difficult to mistrust her.

"I'm sorry, Marie," Saint Ann says to the plain-looking brunette who is her last client.

"It's no trouble," her parishioner insists. "I think I was done."

"Then go with Abraxas."

The plain-looking woman leaves. She looks familiar, but you can't place her.

1.Encourage Tal to get healing from Saint Ann.
2.Forget healing. Ask Saint Ann how much she knows about our day.
3.Ask Saint Ann for a vision of my future, ignoring the suggestion of healing.

Spoiler (click to show/hide)

315
Forum Games and Roleplaying / Re: [Suggestion game]Choice of Magics
« on: October 03, 2021, 10:12:58 am »
Wizard 1/Rogue 1.

Quote
You try sneaking past the dragon. Footfall by footfall, you try to stealthily make your way past it.

You make it past the dragon without incident, but find nothing of interest behind it. Puzzled, because you had the distinct impression the dragon was guarding something, you think for a moment—and your attention is drawn to the crow's nest atop the mast the dragon is curled around.

You consider for a moment whether you're stealthy enough to walk up the dragon's back without being noticed, but then you have a less crazy plan.

You draw power from within yourself and murmur the ancient words: "Aviana, aeroba, volanta, pluma."

You feel giant wings sprout from your back, drawing mass from all the rest of your bones. (Gained Vivomancy.)

You feel your mass overall get lighter in a way that may not reverse itself. (Gained Subtlety.) (Lost Fighting.)

You leap into the air and flap with all your might to get to the crow's nest, where you find a nest containing a clutch of mottled dragon eggs.

You load several of the foot-long eggs onto the flying silver serving tray you animated in the dining area, which has followed you this far.

Laden with as much treasure as you can carry out of the sunken academy, you decide it's time to leave this place.

The whole tower lists precariously, the chemicals having presumably eaten away most of its foundation on one side. As you tilt toward the courtyard, you can see the green and purple chemicals have begun to destroy the other buildings as well.

"I can't believe they had that stuff in their kitchen," Tal says.

"You're one to talk," you say. "I've seen your pantry."

Tal thwacks your arm.

How will you get through the rock ceiling of the cavern above you?

1.Blast the rock ceiling with negation magic.
2.Use automation magic to turn the central airship's mast into a drill.
3.Use vivomancy to grow the wooden tower until it bursts through the ceiling.

I'm impressed you got a whole clutch of eggs, I didn't know it was possible to get more than one.

Spoiler: Stats (click to show/hide)

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