The party cautiously left the tower, wary of more ophilinone spiders, but saw none. It was now mid afternoon, and the weather was particularly hot and stifling. They made their way east, passing south of the hunters' fort. The defenses and traps made more sense now - the spiders were a menace.
They then angled south-east - or so they hoped. Can I have an awareness check please?
Frog Froth once gain successfully guided the party through the ruined and overgrown twisting streets of the old city. The party started searching the area immediately north of the red road and near the yellow city. From time to time, sounds from the bustling metropolis could be heard. This close to the city there was sometimes evidence of inhabitants coming in to hide, gather herbs or firewood, but never more than a few dozen yards in.
The party heard them first - perhaps children playing? But the voices were strange. In a small clearing, 7 winged beings played an odd games, with symbols drawn on the grounds and some nonsensical stick passing back and forth. They were perhaps 3 feet tall and purple in color.
Miu, Frog froth and Dubi Gan can make skill checks to recognize what they are.
Something about the nonsensical nature of their behavior made the Templar connect the dots and realize what they were. Figments.
Figments were imp-like spirits born from the congealed hallucinations of opium users. In a large city like the Yellow City, they were not a rare occurrence. They weren't particularly strong but they were known for their mischievousness, and often could use magic - what magic in particular was unpredictable. They were often controlled by wizards who used them as disposable servants, but you didn't think it was the case for these ones.
What do you do?
(edit: In case you ask, Dubi Gan's master was not the type to use these).
OOC: Good roll! You must have read a text on the topic.
Binding figments is not too difficult (it's perhaps the most easy spirit to control), and some mages specialize in it. However, you still need to know the binding spells and rituals and you do not know it.
They certainly could be put to sleep with a spell, although they don't naturally sleep due to their nature. Your spell will put one target to sleep however.
The wizard convinces a target to forgo wakefulness for a time, causing them
to sleep until woken unless they successfully Test their Luck. Remember:
fighting is loud.
Figments's wants and needs are... a bit odd. They don't bear ill will towards the living like so many undead do. They don't suffer from hunger. They seem to want new experiences and sensations. These can be harmless, or alarmingly dangerous. It's hard to predict.
They don't tend to exist very long (a few weeks?) so while they are reasonably clever, almost always can speak the trade tongue and learn fast, they are many things they don't know about. Some mages have found ways to make a few of them last longer