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Turn 32
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Use sorcerous knowledge on alchemical thingamabobs.
You immediately drift over to the tables with the alchemical 'thingamabobs'. Thankfully you paid attention at your alchemy classes in university and can easily identify their apparatus. The devices are rather crude compared to your own standards but they would probably do the job, you can see several mortars, some with grounded material in it, alembics, retorts, a calcinator, a crucible and of course all sorts of glassware. The equipment is, surprisingly enough, clean. Perhaps when the mine is safe you could try to brew something.
Replenish my soul detection spell then check all the chemicals and ingredients to see if any can be used for poisons.
You draw on your low mana reserves and mumble "
Animus Deprehensio". With your spell extended you walk over the tables with the alchemical equipment and ingredients. You start opening jars, pots and bottles in a effort to try and identify them but after some minutes you have made no headway and have no idea what could be used to make into poisons. If only the kobold had marked their jars in common.
Spell:[5-2=3] Poisons:[1+1=2]
Sniff the mushrooms to see if I recognize any of them from my shamanic training.
You walk over to one of the corners of the little farm where the kobold are growing several mushrooms. You take a whiff of them in a effort to identify them, your head spins a little from the heavy smell and spores. After looking at them a bit closer you realize that you recognize most of them, a large quantity of the mushrooms have no special properties and are simply for consumption but some of them you know to be quite poisonous, only one of them is lethal however and the rest of the shrooms either cause sickness or hallucinations.
Go to the beds room.
April keeps following.
Grey, April and Cearn find little use in the alchemy/farm room and go to inspect the other room. Cearn leads them with torch in hand to the other room, within you find a few beds made out of a grey-ish wood but most of the sleeping places are bedrolls on the ground. There are a few seats and tables in the room. One of the tables has a spilled deck of card on them and a extinguished candle, a small trail of smoke rises from it. The candle is of a fine quality, most likely stolen from one of the caravans they have raided. The party searches further for anything interesting and find a medium-sized chest half hidden behind one of the tables.
Duros Madotheld
18/20
1/10
Buff: Soul sense(3) You can sense the souls of other living creatures within a certain radius around yourself. 3 Turns left.
Buff: Protection(7) Absorbs up to 7 damage. 5 turns left.
Buff: Neurotoxin Arrows(4), Any creature hit with these arrows will receive a -1 on any hit attacks and their dodge. 3 Turns left.
Grey Featherback
16/20
7/10
Derm
18/20
10/10
Buff: Extended Illuminate(4/3). You glow, casting a soft light on your surroundings. 5 Turns left
Facol Wong
20/20
4/10
Caern Ilman
25/30
Torch, 10 Turns left.
April Eploc
14/20
10/10