Turn 0: Democracy"S-sorry sir, I won't do it again..."
Fall back to the age-old koboldish trick of cowering and hoping that whatever is mad at you is merciful. If the gorgon is about to execute me or something, jump off the ship and use an updraft of wind to slow my fall. Otherwise, look out over the bow of the ship and look for interesting stuff.
Note to Self: PvP is a no-no (that was a 16, though... Did they just roll well on their saves?).
((It just wasn't a feasible action. Using song magic to achieve a totally different effect than what you're singing about without its subjects realizing it would be roughly akin to lighting a campfire in order to burn people nearby without them realizing it, or pretending to fight one person with a sword while actually battling several others without them noticing. Shades of indirection or subtlety are possible, but this was way too much to have a chance of succeeding.))
"That's the spirit!" Gruelfist beams, gently slapping you on the back.
"And we didn't even need any damaged property, eh?" he adds to a still-smoldering Blacktongue.
(that was a 16, though... Did they just roll well on their saves?).
((I also got a 16 and you saw how much that helped me. Being too ambitious seems to mean autofailure no matter how good the roll. I didn't think simply making the ward more stable as well as making it bigger was too ambitious, but live and learn I guess.))
Omuz quietly stews in his failure, adding nothing to the conversation.
((Yeah. The roll still affects how exactly it goes, but if you try to do more than you can, obviously there's no way to properly succeed.
In the ward's case, you were taking your old ward significantly modified by magics you're unfamiliar with, which changed its "shape," so to speak, and then tried to magnify it well beyond what you were capable of. A bit like building a hut, having an engineer turn it into a hut on arch-stilts, and then trying to renovate the hut into a reinforced mansion. "Larger and stabler" could have worked, messing with a modified version still could have worked; larger and stabler than you were capable of using a modified base form was just several degrees beyond your ability.))
Those guys do happen to be the bigger shots and the more ambitious the action, the less likely to work it is. Besides, you might've made your abilities a bit too encompassing so IO could be taking that in account.
Malacent's inbuilt imp-brand self-preservation instincts flared up when someone first decided to make Princess Blacktongue her own personal hurricane then pissed her off with some song about love - that seemed to be laced with magic judging by the captains' reaction. "So... How about the vote, huh? We need to get a decision before the ships run out of power."
"Indeed! Dreadfully rude to our passengers, to begin our expedition stranded several miles from our site in beast-infested jungle!""My friend I must insist...""Absolutely not!""Well now! I was merely about to point out-""My friend I must insist.""ABSOLUTELY! NOT!"Sjig was standing in the corner muttering to himself about the merits of the fourth location and how clearly only someone of his genius would be able to see how obvious they were when the captains started talking about the magic in the song. As the realization of the reality of the magic song crept into his mind his eyes narrowed in anger. Sjig turned and hissed though clenched yellow fangs towards Otto, his ears flatting against his skull and his fur bristling.
"Grah! Such an insult! Already the stabbing begins between people who once were thought to possibly have use too each other! An insult if you think my life is so little you violate me so and hope to live! If Sjig was the warlord of this attempt you would already be gutted and dried and fed to the workers instead of standing there and looking so deceptive as your life is spared!" Sjig said in a low voice, talking more slowly then usual, perhaps to be clearer, or perhaps in fury.
Shaking himself violently, as if to try shake the remains of the attack on his mind away. Then turns to Malacent.
"Yes yes! I agree that it should be decided soon! Although this one sees no merit in the idea of a false vote when our lives are already held so precariously in the claws of others and the lies of democracy would be lain so bare if we were to expend the effort to gather the unimportant opinions of almost three hundred people of no consequence! Instead simply decide with or without the flow of blood as needed for indeed the worst that could happen is the death of zero to three of the warlords of this mission which would certainly be a great loss to us all although we consider it unlikely an outcome for more then one to die when making such a decision yes!"
Turning to the three captains he continues.
"If the decision is so much at an impasse then this one will simply add their thoughts further in the support of our favored home in the hopes currying the required thoughts to decide in a favorable outcome from above! It seems the three desires of this expedition are for wretched danger and wondrous wealth and a certain freedom from the clutches of the overbearing homeland which will eventually spread it's gnarled fingers into every bakery product we try to create if given enough time and lack of distance! This one posits that the pit will provide the possibility of all three in not equal but also not insignificant amounts in ways that are obvious to me but the other locations lack in my eyes although with possibility that others are seeing of differing light! Adventure and danger are obvious for anyone to see and plain to think of if horrifying in their possibilities but reassuring in our responses" Sjig is gesturing to the gigantic Minotaur at this point "but the economic exploitation of the beasts within are greater then one might think as not only can their parts and whole be bred into valuable commodities but the labor of their muscles once they are properly broken and bred to our will can be great indeed in ways that are not limited to but include plowing of fields felling of trees breaking of rocks and building of buildings and will naturally allow our town to have a greater labor and thus output then its size may suggest! Is this not a useful economic advantage?" Sjig says, this time looking at Bollwheel "And last and not least but also not most but also possibly most but not last is my thought that distances of what we consider are not enough for guarantied security from the meddling of greater but further warlords for indeed if we can go to a place three times on one trip as we are doing now anyone else can go at least once on one trip! Thus preparation of material and immaterial means to secure oneself from outsiders is more important ultimately then geographical distance and the defenseability of the location is second to none once we are safe ourselves from the violation of monsters! What force and lay a siege if their numbers are dwindled by assaults from wondering horrors! And what can offer better troops at the cost of no important lives then them monsters themselves once they are broken to our whims! Sjig says, facing towards the princess with his eyes slightly downcast.
"I will leave that ultimately though this one feels that no matter where we decide to go we should avoid the bulbous tree for there is no way to know how much of our desires for it are our own at this point." Sjig says as he shoots a glare at the kobold.
Blacktongue withdraws into a thoughtful, pouting frown as you mention the issue of distance.
"If I might point out, not all visitors will be blessed with skyships. That said, it is true that navigating this terrain in anything but will require more resources than might be worth the lack of investment.""Our friend here is quite eloquent! Truly, what matters more than ravening beasts clawing at the very gates!""I suspect we will have no lack of clawing at the gates regardless."Um.....let me help you with s-something.
Use the orb of happiness on Sjig.
Consume the happiness.
Do not let him eat the orb if that is what hes doing.
Nah, I'm just capturing, melting, and eating the waves of happiness that you're sending to Sjig-Nak.
Sjig feels a gentle happiness creep into him, low-key and slow but undeniably there. He imagines hanging out with the orb for long periods of time would act as a sort of opiate, improving his mood artificially.
Then the feeling fades as the kobold starts making slurping motions and noises between Sjig and the orb. It's going to take a while to gain it as an element, though.
"Well then, my esteemed colleagues. It seems we have a choice to make!""Indeed! Let's get to it then. I believe we were considering Glory Hill, a bit of swampland, and whatever the good lady recommends?""Strictly speaking, we were considering all of them, but yes, the hill and the swamp were our two immediate contenders. We've had some... rather vocal support for the hill and wines, though it's ultimately the decision of the governors to decide.""Come now, the best leadership is a democracy! A voice for all!""Your men assure me they'd like to run away.""Nonsense! They're merely looking for the proper inspiration!"Gruelfist gives a nod that says he'd been expecting that.
"We should inhabit the giant tree," Blackfist finally said.
"The leadership will inhabit the tree proper, the dross can cluster about its magnificence."Gruelfist gives a mildly surprised look.
"A sound proposal, but there are other ways to accomplish such a thing.""Nonsense! The commanders should be in the thick of it with their men!""There are other ways to put dross in their place, but none so obvious or irreproducible. As I believe we've established, we can acquire anything but magnificence anywhere else."Gruelfist purses his ample lips.
"That would put us at a bit of an impasse. We're going to have to compromise eventually."Blacktongue snootily turns her nose up.
"Make me an offer.""If we inhabit a bit of dry ground in a swamp, the peasants will have to live in a swamp while we decide who lives on dry ground.""You'd hardly be able to tell."Gruelfist sighs.
"A fortified hill it is, then.""Easier to throw miscreants into the pit anyway." She glances briefly at the omnibold.
"That's the spirit! Adventure! Danger! A shining beacon of courage above a sea of thrashing blades!"
The two great ships advance on the hill, setting down and prying loose their living and nonliving cargo on its cramped summit. Gruelfist and Bollwheel then take to the skies to recover the missing colonists and their gear.
[4, Malus] Unfortunately, leaving unarmed colonists alone in a hostile jungle apparently has some drawbacks. While the ships were away, the trail was attacked by ferocious beasts. The lumberjacks manage to drive them off, but not before a lumberjack, mason, and channeler are dragged off and eaten by wild beasts. Bollwheel leads his mushrooms on a heroic rescue effort, but find nothing.
[14, Good] On the bright side, the equipment they couldn't take with them is in relatively good shape on board the thoroughly flooded vessel, and Gruelfist has little trouble retrieving it from the now-watery depths.
Camp is quickly established, with low, oily tents set up for everyone, supply crates and barrels stacked to provide shelter from the wind, and nothing whatsoever successfully done about the endless, endless rain. Well, perhaps not quite nothing; after some discussion, holes are put in the bottom of the two stationary ships, allowing rainwater to flow out of them and important supplies and people to be houses within them. Blacktongue immediately seizes Bollwheel's ship, who declares that it's good to be out in the wilds with his men, and uses it to house herself, the bureaucrats, and Malacent. Gruelfist similarly uses his own vessel to entertain a cycling roster of hunters.
The wizards are largely left to their own devices for the coming week; Blacktongue seems to like having Malacent on hand as a simpering adviser, but doesn't ask anything of him.
It seems your stay has begun in earnest. You can perform two major actions in the coming week, as well as however many trivial things you can get processed before the turn proper.
Joseph John Jackson (crazyabe)
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+3 Adept Necromancer (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Anatomist (0/8)
+1 Novice Brewer (0/4)
+1 Novice Surgeon (0/4)
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Bladed Shovel: This ornate runed silver shovel repels hostile undead.
Frankenholder: This rotting patchwork ball of flesh and eyes has some interesting powers. Note that interesting does not mean useful or potent.
Small barrel of Mossrot Beer: Better than it sounds, but that's not saying much. Rougher necromancers are known to appreciate the low-class taste of decay in it.
Bag of "Holding": This bone-sewn sack grips its contents tightly. While a transdimensional space is a much better way to carry things, sometimes you have to make do with evergripping skeletal hands.
Three simple black linen robes; cloth-wrapped dagger collection; mystery bone bag
Sjig-Nak (Criptfeind)
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+3 Adept Fleshcrafter (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Dark Mage (0/8)
+1 Novice Doctor (0/4)
+1 Novice Alchemist (0/4)
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Nak's Mancatcher: This oversized hoop-on-a-stick looks sturdy enough to pin down creatures considerably larger than a man.
Portable Lab: Imagine a dresser somebody thought was a carrying trunk, and you've got the basics. Folds out into a "lab," complete with tools for manipulating biological reagents and rags that are either for sopping up acid or wearing to fine parties.
Emergency Naksnaks: These reddish balls are wrapped in dried leaves, and serve as an incredibly potent source of energy and protein. They're also somewhat expensive and taste terrible, but it's still better than Nak when he's desperate.
"Dark Shrimp" Malacent (Caellath)
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+3 Adept Splicer (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Sculptor (0/8)
+1 Novice Dodger (0/4)
+1 Novice Doctor (0/4)
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Bladed Blackwood Staff: Too large for Malacent, not that that's ever stopped him.
Ano: This scrap-and-corpse ball with limbs is not very large or impressive, but makes up for it with a ruthless dedication to playing the banjo.
Medicine Kit: From bone needles to obsidian scalpels, this ominous-looking box has everything an aspiring doctor needs to maybe commit some forms of medicine.
Two simple black linen robes; survival kit; reference booklets; spare parts for Ano; backpack
Miya the Pathetic, (AbstractTraitorHero)
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+3 Adept Charmer (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Holy Mage (0/8)
+1 Novice Animal Friend (0/4)
+1 Novice Drawer (0/4)
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Sky's Eye: A blue gemstone pendant with white speckles in it, reminiscent of a star-speckled sky. A gift from Miya's mother, who assured her it'd keep her safe whenever things got really rough.
Orb of Happiness: This glowing golden orb invokes happiness in people. It works slowly, requiring physical or very near contact for a while to really build up.
Simple purple wool robes; water pouch; small ring; snack pouch filled with assorted glazed nuts
Mongo the Magnificent (Nirur)
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+3 Adept Healer (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Livewood Shaper (0/8)
+1 Novice Dancer (0/4)
+1 Novice Herblorist (0/4)
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Emerald and Alder Ring: This pretty, sentimental memento also serves to channel more nature-inclined magics.
Livewood Lures: This set of living wood tools are topped with glowing nodules, and serve to help imprint more refined patterns of livewood shaping and encouragement.
Endless Well of Eternal life: This giant seed pod produces livewood seeds, which are then used to make livewood items from scratch rather than cuttings or buddings from existing plants. Most often used for larger projects, or as a portable startup for where there are no suitable local woods.
Bottle of 315 Wildmelmrelmrikon Blue: This exquisite wine was produced by 315 small earwiglike bugs of the Wildmelmrelmrikon colony, and represents a truly remarkable refreshment that any true elf can appreciate.
Screamsleep Vials: These two bulbous green glass containers are named for the intended series of events involved in their use: The thrower screams, then their assailant sleeps. As with all solutions to difficult problems, these suffer from a variety of complications, but are pretty reliable and expensive.
Fancy spare clothes; ugly abstract picture; shaving kit which elves totally need on hand from time to time
Ulfric Stoneforged (tntey)
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+3 Adept Matterbender (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Enchanter (0/8)
+1 Novice Stoneskin (0/4)
+1 Novice Wrathmonger (0/4)
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Enchanted Iron Anvil: A sturdy magical anvil, built to withstand the rigors of smithing and enchantment.
Stoneforged Iron Greataxe: A masterwork greataxe runed with enchantments of courage. The material of the head is supernaturally sturdy.
Book of Enchantments: This weathered leatherbound tome contains a variety of common and interesting enchantments, though it focuses more on specific enchantments and how to reproduce their trickier elements than on enchanting in general or for beginners.
Playing Cards: These nonmagical, nonrigged playing cards are there to entertain their owner by being used to play cards. Other wizards seem inordinately confused by these facts.
Rugged clothing; hammer; saw; workbench; copper flask filled with whiskey
Omuz (DemonicSpoon)
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+3 Adept Warder (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Golemancer (0/8)
+1 Novice Enchanter (0/4)
+1 Novice Blacksmith (0/4)
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Leyline Doohickey: This complex brass and steel ball requires constant rebuilding and refinement as it explodes and reveals room for improvement. Its stated purpose is the detection and manipulation of leylines, though minor setbacks seem to get in its way rather frequently.
Trunk of Wizard Hats: This oversized trunk contains entirely too many wizard hats, each gaudier than the last.
Trunk of Tools: This oversized trunk contains an assortment of smithing, enchanting, and warding tools, often in questionable condition or design.
Amulet of Fire Resistance: This garnet-eyed dragon-shaped brass amulet helps protect its wearer from heat-related mishaps.
Ring of Hair Regeneration: What's more important than skin? Hair, of course. This handy horsebone ring studded with turquoise and bristling with spikes of rat claw allows its user's hair to regenerate rapidly, assuring among other things that they will never be without a thick, full beard for long.
Two thick insulated robes; two heavily ornamented belts; jewelry box of assorted beard ornaments; pointy boots; sack of assorted metals; sack of assorted wheels of cheese; walking cane
Otto (ATHATH))
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+3 Adept Alchemist (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Prime Channeler (0/8)
+1 Novice Secondary Channeler (0/4)
+1 Novice Tertiary Channeler (0/4)
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Gauntlets of Construction: These sturdy gauntlets are used to break down or combine two items. They take several minutes to work on most materials, and have a few predictable problems regarding subtlety and user intent.
Alchemical Tools: Advanced and sophisticated equipment mostly consisting of a runed iron cauldron and a gold-rimmed monocle.
The Book of Elements: This book is part sermon on the wondrousness and supremacy of elements, part insightful examination of the nature of elements, and part index of various elements and their properties, including very obscure or less helpful ones.
Basic Alchemy: "Congratulations! If you've done everything correctly, you should now have a bubbling cauldron of Earth Essence. In the next chapter, we will learn some of the various uses for this valuable material!"
Advanced Alchemy: "Notably, Shovels of Digging are known for petrifying if they've been allowed to steep for too long; the Earth essence having saturated the available channels and flowed into the structure of the material. Once an item has been tainted in this manner, it is generally not worth the effort to leech it out again; simply use it or render it to recycle some of your investment."
Master Alchemy: "Assuming the Catalytic Matrix holds, the sphere should be stable and allow safe entry for the time required. Do not touch the centerpiece or allow any undue matters or energies to come into contact with it, as it is fully reactive and may become tainted by any premature contamination. In the centermost row, place the Sigils of Hardness, Sigils of Stone, and Sigils of Value in alternating patterns; the precise order should not matter so long as each Sigil is adjacent to each of the other two kinds. In the middle row..."
How To Tap Into Your Inner Power: A handy guide to tapping into your inner power. Caters to those hoping to realize their full potential as well as those afflicted with demonic possession, supernatural rage, inherited powers, and incident-related infusions.
Eternal Scribing Tools: This tablet and quill can supposedly record infinite data. Its organization could use some work...
100 Farmers
50 Hunters
50 Soldiers
19 Lumberjacks
20 Carpenters
10 Miners
10 Bureaucrats
9 Masons
9 Channelers
5 Blacksmiths
1 Architect
?? Supplies
300 Low, mostly waterproof tents
Morale: God Why, Oh Right The Sin