Raise the bodies and limp back to the camp. Take the shield for myself.
You now have a shield! With a shield and armour, you will be extra armoured, but now at least you aren't quite so helpless in a fight. [4+1] You have the luxury of time, and less corpses to raise than last time, so you manage a much more stout reanimation of these two guards. The two new
Tough zombies should hold much better in a fight, and they keep their armour on them. They can't use their maces, so you take them and head back to the hideout. You have left your cart, mule and zombies behind.
"Tezcatlipoca unhappy with progress! Repeated Exercise Need for result!"
I will repeat my actions from last turn. I'll go out hunting with the hunting goblins, and take my two apprentices with me. When hunting, try to teach them more about Restoration, and about various hunting gods and rites to 'help' with hunting.
[6+1] Hunting is all going well to start with, and your goblins gather another 15 extra Meat on top of the usual fare when your crew is surprised by the sudden appearance of a wrathful bear! The bear strikes first, bowling towards the huntsgoblins, who are armed only with small throwing stones and unarmoured [1+2 v 5], although the goblins are able to scatter out of its way. Your apprentice shamans can't really use their fledgling magic to assist, so they throw rocks at the bear in hope [6-1 v 1+2] and the favour of the hunting gods apparently pays off - one of them strikes the bear hard in the eye and it howls in pain. [3+2 v 2+1] You follow up with arrow after arrow to the creature's flank, which begins to bleed profusely. Finally, the huntsgoblins gang up on the bear, pelting it with stones [3 v 3+1], although the bear merely shrugs most of these off.
[5+2 v 5+1] The bear charges at you, and you aren't able to roll away in time - the force of the creature's paws hurls you aside and smacks you into the trunk of a tree. You are now
Wounded. [6-1] Seeing your injury, your initiates make an effort to use what you have taught them - they focus on your wounds and try to lay the 'pattern' of healthy flesh upon it - and it works! You feel your flesh knit back together. Alas, the effort has exhausted one of them and he collapses to the ground. You are back to full health. [5+2 v 4+1] You get your wits together and fire another handful of shots at the bear, each one making its mark. [4 v 3+1] The gaggle of huntsgoblins try once again to stone the bear, to little effect.
[5+2 vs 1+1] The bear charges at you and smacks you twice with its paws, each time feeling as if you've been hit by a wagon. The first strike pounds you against the tree, the second thrusts you away. You stagger to your feet, but you can feel one of your ribs broken. [6-1] The remaining shaman again puts his mind upon your wounds, and you feel the rib knit, but not all the damage is gone before your apprentice is rendered unconscious by the effort. [1+2 v 4+1] You try to fire more shot at the bear, but your shots go wide - the pain is proving distracting. [6 vs 2+1] As the bear lunges towards you for the kill, a heavy rock smacks into its behind, followed by another and another. The bear slows, then falls and is too exhausted to move as huntsgoblins beat it again and again with rocks until it dies.
[6] You heal the rest of your wounds, although the effort exhausts you - fortunately you don't think you'll need to do more healing for the rest of the day. Your shamans are exhausted and will need carrying back, but the experience should have taught them the rest of what they needed to know. You have seen that they are able to form and hold the pattern of health in their mind, and apply it to the outside world. With this accomplished, they are now
Novice Restorers. You can't train them any further, except to teach them the plant growth spell you know, but the experience has been useful to you too. With more practice, you could become a more accomplished Restorer yourself.
The event has been hugely successful for the huntsgoblins, who are properly honing their craft. If you leave them permanently on hunting duty, they should bring in even more meat in future. In addition, the apparent aid of the hunting gods has really settled in with the goblins; it now becomes traditional to sacrifice a part of each hunt to the gods in the hope of their favour. After butchering the bear, you gain an additional 5 Meat and a rather nice bearskin for the clan's hoard. After a little searching, you also find the bear's lair, which she was protecting... and two baby bear cubs.
Deciding that weapons training is not moving quick enough, the Chieften begins to train the warriors in the art of military organization; Following Orders, Marching in Formation, ect. Dragostov knew that he had enough talented scouts to find him a poorly guarded target, and an organized military force, now matter how unskilled, would have an upper hand against unsuspecting civilians.
[5] Drilling of the troops proceeds at an ideal pace, and the goblins give in to their natural need for order and respond excellently to the formation training. Within a handful of days they are marching proudly and in perfect formation. [1] Sadly, their ordinary weapon skills do not improve at all, and you suspect some of them might be getting complacent now that you've moved onto new grounds. [3] The training is harsh, however, and without the aid of the shamans only three of the injured five recover to full health. The full complement of fifteen are now
Formation Fighters; so long as they are part of a group of at least 6 formation fighters (total), they are more effective at both attack and defense. [5] You didn't bother training up the lightning warriors this time round, but they diligently continued practice on their own. Their dedication pays off, and they master (or at least, learn) the difficult trick of pressing the 'up-charge' and 'down-charge' patterns on two different locations in space - creating the targeted lightning bolt. They are now as skilled as you, although they don't know your other spell.
Deliver the map to the Chieftain, then go on another scout flight in search of antmen hives.
[3] You scan the area for a good twenty miles in each direction over the course of several flights. You find no signs of other hives, although all this flying practice is starting to toughen your wings up. Keep it up, and you'll soon be a more capable flier. During your returns to the hideout, your minion is always ready with meat and water for you, and responds to your every command. You have yourself a henchman now.
Take the antitoxins with me and start gathering the poisonous plants. Carefully teach the gatherers on how to handle them.
[3+1] With your careful supervision, the gatherer goblins manage to procure 7 batches of the poisonous plant, which you eventually identify as being known as "Horsebane" due to its tendency to poison horses. It also poisons a lot of other things, so you don't know why horses were given the choice of name. Additionally, under your supervision the six goblins you have dedicated to gathering have become more capable at identifying different plants and their harvesting. They are now capable of operating independently of you to gather plants.