Attempt to use holy magic to cure them of this addiction if it dosent work take them to the medical tent also go to the soldiers barracks and say this.
U-um soldiers would you um..mind helping me with something.
((Curing them isn't a minor action.))
The "barracks" consists of... several gaggles of unhappy-looking soldiers under the driest trees they could find. One of them grumbles a
"What something?" in response to your question.
Minor Action: Try to get access to higher quality booze.
Minor Action: Befriend channelers
Minor Action: Make copper wire, get the blacksmiths to help if they're not doing anything else.
((You don't have any method of baking the mud golems, do you?))
[5, Poor] That "elf" has been holding out on you! There's some alcohol hidden in some of the crates marked as "medical supplies." Ha!
[4, Malus] You attempt to befriend one of the channelers, who responds by desperately clinging to you.
"OH thank goodness, I thought I was going to die out here! I just want to learn magic and get out of this rain, but you're a real wizard so you'll save me!"You want to call her a lizardfolk, but she's more... bulbous, than usual? Her head is a fin-eared ball atop a slender, flexible neck, which is attached to a ball of a chest attached to a ball of hips. She's got a very sinuous, flexible movement to her, and she's much larger than you in terms of profile, but slender enough that you'd be surprised if she didn't weigh less. She's currently wrapped around you.
[17, Bonus] You use the last of your copper to make a few feet of flexible copper wire, passing it through successively smaller holes until it's been stretched out. The blacksmith helps, which is good because your arms get tired surprisingly quickly.
EDIT: Ironyowl, do we possess knowledge of concrete? Guessing yes, but wanted to confirm.
((Yeah.))
Minor Action: Refine the leash so that it becomes a Mind-Control Leash.
Minor Action: Reinforce the durability of the Leash with Alchemy (add the Durability element to it, perhaps?).
((The point of minor actions is to perform trivial tasks, such as looking at the shape of trees or asking a farmer where he got those shoes. Minor crafting is alright, but trying to use them to produce useful permanent tools is usually not going to work.
You'd also need a specific source of Durability to add it to something. Or Light, for that matter; you can try just soaking up light in the air, but without a specific source to draw from you might get less than you would normally.))
Major Action: send out Franken beholder with the Hunters, perhaps it could help them by mauling anything they come across?
Major?/Minor? Action: Attempt to organize the miners into digging me a "Cave" in the Hill, I can probably Do some work inside of it if they dig it out right.
Minor Action: Try to stay dry.
((Sending out Frankenholder wouldn't take a major action if you were just attempting to transfer control over to the Hunters. It would if you wanted to "program" him to follow specific orders autonomously, or if you were going with him.
Organizing the miners would be a major action, but you have negative Leadership skill so you can't organize them on your own unless you have something to ruin. You could try to convince them to dig a cave as a minor action, but it'd suffer from the problems Sjig/Criptfeind ran into regarding coherence and success rate.))
[15, Good] In your tent under a tree under the rain lessening ward is... not
dry, but drier than anyplace else save maybe on one of the ships.
EDIT: Ironyowl, if I understand the game mechanics correctly, the NPC Channelers should have maybe gained channeling experience?
EDIT2: To try and get a better handle on the game mechanics: If we provided 27 units for the ward attempt, why did we end up with a 24 unit ward?
((Oops, that they should have. I'll add that next turn if I remember.
Because I auto'd tntey at the very end, and
thought I had changed all the references but missed that one. It's correct everywhere else.))