Resolving Travel...Remilia places 3 staffs, a cudgel, a bone dagger, an iron hammer, five swords and a holy symbol into the Replicator. to make Tonbogiri [12 physical].
Rex rescues the Sun Ray and Bomb, and places them with the Ghost Trap in Vent 2.
Remilia butchers all the corpses (Father isn't yet around to stop her or communicate his desire for the bones) and begins the long process of building a Bonegrove [-9 bone, -1 stone] off of the smaller Mausoleum. (7/20 centuries complete). She's sleeping in the central Mausoleum when the encounter hits.
D. begins work on a Library off of the temple with assistance from Rex [-3 wood, -2 stone]. They get it done in six centuries. D. sleeps in the central Mausoleum.
Rex goes mad for one century [rolling... 9!], and gains Self-Destructive tendencies after losing that trait (and Rage) in the previous encounter.
Father returns to find a library already built (I'm going to assume he doesn't want to needlessly build a second one at this time). I'm going to charitably assume he'll be researching in the library rather than idling and going mad for a century. Research progress on next spell: 1/2 centuries.
On Going EffectsReturns: In one century, the Dracolich will return.
Self-Destructive: All the gnomes their health capped at half it's usual value until they deal direct damage to an enemy. Since their health is currently 1, this doesn't make much difference but will if the level or change size.
Hoard: 4 stone, 5 wood, 3 bone, Tiny Wheelbarrow of Productivity, Dracolich phylactery (ritual statue), Dracolich phylactery urn, Dark Candle, Deflecting Prism. Vent 2: Bomb, Sunray, Ghost Trap, Father's Phylactery.
Encounter Phase[Rolling... 9! Undead Attack! Rolling on the Undead table x5... 5,10,2,8,8]
Power Source: All
Gavel - Skeleton - Pow 2
Health 4
Weapon: Iron Gavel [2 physical], Iron Gavel [2 physical]
Techniques: Brutal Initiation, Dual Wielding
(I've decided I'll give all enemies with Dual Wielding two weapons)
Trinkets: Sanity Marble
Arthlax - Dracolich - Pow 2
Health 6
Claw: 5 physical
Breath: 2 Fire/Necrotic
Trait: Monstrous
Trinkets: Sanity Marble
(Yes, I rolled 38 twice in a row.)
Lethe - Shade - Pow 2
Health 4
Touch: 1 mental
Immune: Mental, Necrotic
Quarter damage: Physical
Weakness: Holy
Tricks: Shadow-Hop, Concentrated Essence: You may carry one weapon or wear one trinket. These must be dropped if you move through a wall or want to gain the benefit of going invisible. A being with concentrated essence is no longer immune to physical damage, and instead takes a quarter physical damage (minimum 1).
Ice - Shade - Pow 2
Health 4
Touch: 1 mental
Immune: Mental, Necrotic, Physical
Weakness: Holy
Tricks: Shadow-Hop, Invisibility: Action: turn invisible. Invisible creatures cannot be attacked until after they attack.
The Necroterprise - Round 1 - Enemy TurnLeaving their war-torn planet, four plucky undead head out on the Necroterprise. In the 19th century, they run into the Necrovoyager and decide they'd much rather have that ship. They scan the ship to learn the rooms and teleport in...Everyone appears randomly in the Engine room. Gavel falls down the spike trap [5 dam/2 = 3 damage!] but manages to pull himself together.
Ice shadow hops to the Library and touches Father for 1 mental damage.
Gavel creaks forth into the Mausoleum, sees the two vampires and decides it's killing time. Comboing Brutal Initiation & Dual Wielding, he attacks D. twice with both his gavels [8 physical/2 = 4 dam].
Lethe hops to Vent 2 and takes the bomb (ethereal creatures aren't limited by room size, and as his concentrated essence allows him to take one item).
Arthlax breathes his fiery breath at Nik'nak twice [2 fire/2 x2 = 2 damage]
Crew Turn