The Plains of Grating, Fifth Age
The Age of Death, Year 625Day 12, Close to NoonThere is no need to take any risks, especially given your current condition - you decide to leave the humans alone for now. To be cautious you let the goats take guard inside of the cave, each of them concealed from outside view. In the unlikely and unhopeful event that any trespasser enters the cave, he at least won't gain the advantage of surprise. With that taken care of, you ponder if improving the current design of the deer monstrosity has any practical uses, but ultimately decide against it. Raising it would be quite a feat, but the rate of success might not be in your favour at the moment even when the mana-burn subsides.
Since you can't think of anything better, it is back to archery training for you this time in the confines of the cave. You also find a use for the hide of the goats even though they are somewhat shredded and slowly starting to decay by now. While training you start to slowly get back the feelings in your right leg, and albeit it is still a bit numb and unresponsive, you do not need the improvised crutch to walk anymore.As the hours fly by your aim does steadily get better, but the number of wooden arrows dwindles ever more. By the time you are down to three of them, you start to consider if using the iron tipped ones is a good idea or wasteful, but your train of thought is cut short. A sound is lightly to be heard, and as you investigate you soon enough get a more clear hearing of it. Someone is occasional crying out for some Jorgal. Actually, you think there to be even three different voices or so. From the sound of it they are scattered about the slope on which your cosy little cave is to be found, but spying from the dark cover of the entrance yields no further information.
You have improved your archery.
Currently:205/205 HP11/175 MP
50 MP StoredStatus:Well-Fed - Doubled HP-Regeneration
Lacking Sentient Nourishment - -1 Agility and Intelligence for Skill- and Combat-checks
Slightly Numb Right Leg - Still hinders you for a bit, but not as serious anymore
Unable to Cast - Just hope this one wears off soon
Severe Manaburn - Makes casting spells and gathering mana harder. Resulting in easier miscasts. Funny how that works.
Ghoulish Vessel
Strength: 11
Endurance: 11
Agility: 8
Intelligence: 15
Wisdom: 15
Charisma: 5
~10 HPD
~40 MPD
Inventory:
Medium Band of Gathering 20/20 MP
Leather Jerkin
Woolen Pants
Leather Shin-boots
Twohander
Shortbow w. Iron tipped Arrows
Resources:
1 Unanimated Deer Monstrosity
1 Human Corpses - 4/8 Rations of Human Flesh
1 Human Skeleton
1 Amethyst Geode - 30/30 MP
1 Canine Corpse
4 Goats Corpses- 1 Buck, 3 Does 10+/10+ Rations of Flesh
Items:
1 Saddlebag
1 Shortbow
2 Quivers
3 Wooden Arrows
15 Iron tipped Arrows
1 Dagger
1 Rope Thin, 4 Meters
1 Tinderbox
1 Hatchet
1 Knapsack
1 Rusty Horseshoe
5 Silver Crudely minted
34 Copper Crudely minted
1 Quarterstaff
2 Pairs of Linen Clothing
2 Daggers
4 Goat-hides
5 Small Cheese
1 Stringed Ham
8 Smoked Goat Cuts
4 Handful of dried Fruits
2 Jugs of Mead
1 Empty Jug
A few Bundles of Herbs
Skills:
Adept of the School of Necromancy
Adept of the School of Transmutation
Beginner in Feral Combat
Capable in Archery
School of Necromancy - Adept
Branches: Mysticism, Occultism
Animate Skeleton 50 MP
Raise a temporary Skeleton to do your bidding. Lasts 1 Day, extendible by 3 MP per day.
Can be made permanent by spending additional 30 MP on it.
Turn Lesser Undead 30 MP
Allows you to destroy, render harmless or straightly take over an undead creature.
Soulspeaker 20 MP
Allows you to contact the souls of the dead, and to communicate with them. Duration 1 Hour.
Enslave Lesser Souls - 25 MP
Allows the enslavement of lesser, or rather newly dead souls.
A soul may be placed into a construct, resulting in an autonomous undead.
A souls essence may be devoured, restoring half of the souls previously held maximum mana.
Devouring a Soul or failing this spell has the chance to transform the affected into a wraith, which will be hostile towards the caster.
Animate Zombie 80 MP
Raise a temporary Zombie to do your bidding. Lasts 1 Day, extendible by 5 MP per day.
Can be made permanent by spending additional 40 MP on it.
School of Transmutation - Adept
Branches: Enchanting, Alteration
Drain Energy 20MP +50% of the drained Energy must be paid in MP
Allows you to drain a prone or enslaved creature of its mana or vitality.
Change Object 30 MP, Duration 1 Hour
Allows you to temporary change the properties or shape of an object.
Store Mana 25MP + Desired Amount
Allows you to store mana into gemstones.
| Skeletal Horse Permanent Slightly Damaged |
| Skeletal Human Permanent |
| 3 Skeletal Goats Permanent |
| Purple Dot: Location of our Cave Red Dots: Attacked Places
|
" I really don't like the sound of that... Pun may or may not be intended."