Turn 231
Move southeast one tile, and form 3 essences.
CMP [4+1=5]
POT [6]
CMP [5]
POT [1-1=0]
CMP [6+1-2=5]
POT [5-2=3]
Cuberac ventured closer to the edge of the island, walking over a desert of sand and tiny pebbles. The air here was warm, but not particularly dry. The edge of the world was invisible but there were flickers just at the edge of sight that gave it away.
Huh. Leafy hair, flexibly resilient limbs, sandy tan skin... Well, I suppose now I'm a banyan tree. Now, to business!
Enter the mushroomy hex and start wandering around in search of treasures and whatnot. 3 essences.
LUCK [9]
CMP [2+1=3]
POT [6]
CMP [6]
POT [5-1=4]
CMP [3+1-2=2]
POT [6-2=4]
Chorkinaan ventured into the mushroom forest and began looking around for anything of interest. There were many curious things, of course, but none seemed useful enough to qualify as interesting. None until Chorkinaan found what appeared to be a tree sized amanita, literally oozing poison. There was enough of it here to poison an entire lake!
Doktor Diabolical:
"Phase one... complete. Now to phase two. Hold on. Hey you! Mage to the north! Give me some bloody space if you don't want to get on my bad side!"
If the mage to the north(Cuberac) moves away from Doktor Diabolical, Doktor Diabolical hmphs, having the snowmaker bot sacrifice itself and the cubebots toss the spare parts pile to the factory, then having the factory process the parts into a shoveler bot. While this is occurring, Doktor Diabolical makes 3 essences.
If the mage to the north doesn't move away... Doktor Diabolical gets serious, sacrificing the snowmaker bot, cubebots, small parts pile, and bicycle into the factory to produce a (likely low quality) suit of power armor which he then puts on. If he has time after that, he makes 3 essences in preparation for the fight.
CMP [4+1=5]
POT [5+2=7]
CMP [1]
POT [5+2-1=6]
CMP [2+1-2=1]
POT [2]
Doktor tracked the mage carefully as he moved. The mystery mage moved, not really as much away as to the side, but this did open a clear way out for Doktor, so he was going to count this as moving away. Factory consumed the now no longer required snowmaker and the strange cubebots for parts and began churning. Some time later, it deployed a bot with an oversized fist and a weak freezing ray for weakening stone.
Summon a glass mortar and pestle, and use it to grind up the alchemical plants with enough of the fluid luck in the vial of luck siphoning to make a thin paste.
Then, use that mixture to inscribe a ritual circle on the floor.
Lastly, summon a small, shallow glass dish and pour the rest of the luck into it. Set it at one of the sacrificial points in the circle.
CMP [5+1+1=7]
POT [2+1+1+1=5]
CMP [1+1+1-1=2]
POT [6+1+1+1-1=8]
Gambler conjured up a mortar and pestle of glass and prepared a mixture of pure luck and alchemical herbs. With this, he marked out a ritual circle for several mages to work together. It glowed faintly due to naturally higher amount of magic in the Tower flowing through it. A glass to create a brazier of luck did not go as well. It appeared as a mishapen and sharp shard of glass in Gambler's hand, cutting through skin and into the flesh. The tower would heal this, but gambler understandably dropped the shard in response to pain and it shattered when it fell.
Ah, I see you're almost prepared for the ritual.
3 essences
CMP [3+1+1=5]
POT [5+1=6]
CMP [4+1+1-1=5]
POT [1]
CMP [3]
POT [6+1-2=5]
Skeliborn continued gathering power.
Is there any mud left?
if yes: continue with previous actionpush the mud on the top floor down the hole with my shovel, checking for anything in the mud while doing this (not dropping anything other than mud in the hole is more important that sweeping mud into the hole)
if no: go down the ladder and search the other rooms
Seva continued clearing mud off the floor of the one clearly important room and the mud continued to resist him. It resisted him enough that a particularly rigorous push saw the shovel flying out of his hands and falling through the hatch to the floor below. Well, at least it wasn't going to sink.