((Yeah... my apologies. I started reading a book. And I tend to get waaaaaay too engrossed when I do that. It drives my wife crazy. Now that I'm done I'll resume.
Healing is deliberately slow for two reasons. First, combat is essentially an accelerated exp. gaining turn and longer healing times help offset it for characters that have less combat skill. Second, it gives value to those classes that can heal but are worse at other things. Otherwise, everyone would simply play a combat-centric character and rely on quick natural healing, rapidly outpacing spell-casters and other classes. Additionally, survival skills are essential for staying alive. So learning how to find food, water, etc. and keeping yourself hale and healthy is more of a challenge. In Nethack (and DF) you can just wait (very rapidly) to pass time and restore health. In turn-based RTD's it's harder to do, so I'm trying to maintain a reasonable balance of many things.
If you have issues with healing speed Dwarmin, you can always ask Elyvilon to teach you how to cast healing spells. You'd have to get some decent rolls, but it's within her sphere of influence.))
Day 4, Turn 4: Order: Keris (1!), Dwareet'ik (4!), Dragnar (5!), Reece (3!); New order: Dragnar, Dwareet'ik, Reece, Keris
Dragnar-
(Observation check:1!+1) (Action:1!) You begin looking around the room in the dim glow of the few large mushrooms. Large mushrooms? You head over to one of them and begin inspecting it.
Fascinating. The plants here look like they've grown naturally but they are significant differences between these and the normal underground variations you're used to. The Tower-caps glowing for instance, and they seem to have a much deeper hue than normal, slightly reddish. You recognize the other plants as well, Plump helmets, mostly trampled, some Sweet pods, A few sickly looking pig-tail reeds, a few quarry bushes, and even a dimple cup or two, growing near the ruined building. But they all have the same slight discoloration.
It takes you some time to confirm all this and you get so distracted by it that you forget to do anything else.
(Inherent underground plant recognition)
Dwareet'ik-
Now that you're somewhat more comfortable you remove the bandage on your leg. It has already formed a reasonable looking scab on it and seems to be healing well enough. You take the bandage out to one of the lakes and wash it real quick, cleaning out the blood as well as possible. It doesn't come completely clean but it's still quite useable. You refill your waterskins while you're there, and also sink your leather. (Since you mentioned it in a previous post)
You make your way back into the quarry and, using the small pot empty one of your skins into it, (Cow leather one) adding in the Kobold bulb and some of the large demon rat meat. (Cook:5!) Soon you have a very savory little stew going. Half the garlic goes in as well. The kobold bulb has boiled into softness and diffused a nice rich flavor through the stew. The Large demon rat meat is now nice and tender, and pre-cooking it gave it a delicious smoky flavor. You try some. It's like a little bit of heaven and you eat and drink to your heart's content. You feel much better and quite satisfied. The remainder of the stew you thin out enough to get it into your leather waterskin for future consumption. It won't last too long, but that shouldn't be a problem.
While you're comfortable you spend some time examining the scepter. (Appraise:2!) It looks quite well made and valuable. You might even be able to use it as a staff if you wanted to. It's about the right size for you.
You then rest some more.
(Recovery roll:6!,4!) With your belly full you feel warm and comfortable again after the long night and even your wounds seem to trouble you less.
Reece-
(Observation check:4!+1) You stay close to Dragnar, but he suddenly seems fascinated by the plants in the room for some reason. Not that they're not interesting, but you've never really seen them before and have no idea what they are.
Instead you begin looking over the corpses in the room. The humans are fairly fresh looking, though one surely must have been chewed upon by zombies. The other apparently died of some sort of blunt trauma. The large demon rat bodies might be useable as well if you were quick. It's reasonably cool here even in the height of summer, so they've not really soured completely yet.
You also find some potentially useful items on the corpse of the less eaten human:
xIron gauntletsx
XMule leather BackpackX:
1 lantern with oil (8/15 turns)
XGiant iguana leather capeX (armor)
XXDonkey leather pantsXX (armor)
xRope reed bagx:
2 xXloaves of longland flour breadXx
1 flint and steel
xDeer leather waterskinx: Water (3 uses)
xXUnicorn leather waterskinXx: Water (2 uses)
Most of the items are worn, some considerably so, but considering you have next to nothing, it's a considerable boon. Dragnar seems engrossed in the plant-life still so you can clearly choose what you want. The clothing is human-sized so it wouldn't fit him anyways. You try a nibble of the bread. It's old and stale but seems tasty enough.
(+1 Observation exp.)
Keris-
(Action:6!,1!) You order Ustolosmod to remain and let the rest of the goblins know it's 'safe'. You and the other two press on west (Default direction I'm assuming, since you didn't mention it.) (Observation check:1!) Soon you've passed into the little valley and can't see or hear hardly anything but some screams from behind you inform you well enough that the other two scout groups and managed to make it at least as far as the traps. You take it nice and slow as you go, trying to keep your group concealed. Ustolosmod joins you after a little while, having jogged to catch back up. She salutes smartly, grinning widely.
"I make others aware of traps. They only lose three. Heh."
She and the others seem to be amused that despite the warnings the other groups didn't fare much better than them through the traps. It seems they've fanned out north and south of you and are headed west as well. You're still a ways from the domed structure.
(+1 leadership exp.)