pick up cart and carry it into the marketplace
5: With massive superdwarven strength, you pick up the entire rock and haul it to the marketplace, knocking people out of the way. You drop it in front of the merchant, who states at you in shock.
+6 to Brawling(For pushing people around. I would give you a strength boost, but stats seem to have stopped having relevance a long time ago.)
After learning that the crystal is destroyed, I cast Cure Light Wounds on Zchris13. Take that!
4+1=5: You successfully cast Cure Light Wounds on Z. Chris. The wound on his head fully heals, and everybody looks happy. Except for Z. Chris' fairy. She still seems rather pissed off about being thrown around.
+6 to HealingTry to remake the cart and carry the goods to the merchant.
2+1=3: You stare at Z. Chris as he runs off into the marketplace, taking your cart with him. You decide to try and make another, but the stones on the ground only quiver a bit. You seem to have expended most of your magical energy.
+1 to Elementalism I'll leave with Nirur Torir next turn; for now I'll seek out a tutor for summoning magic, once again.
5: Returning to your tutor, you learn even more about summoning. You quickly learn a bunch of stuff. Feeling confident in your new abilities, you conjure up a new spell out of mid-air. Hey! You manage to conjure up a new ability, as well.
+6 to Summoning
+3 to SummoningNew Spell: Conjure Major Item (Major items are things like weapons and armor, or large objects like carts)
New Ability: Stabilization(Anything you summon is more resistant to being dispelled. It also eliminates the chance of falling into another dimension.)
What the?!? It looks like you've been through hell. And you took my stuff with you! What the hell did you do to my merchandise? It's ruined! I will never be able to sell any of this...
*Takes a glance at Z. Chris, and rememberes how he just plowed through everyone in the market*
...Ehh... I guess a promise is a promise. You'll get your reward. Now then... I have three rings here. Enchanted rings, mind you. Both you and the wizard can each have one.
Savatta Ring(+1 to Dodge and Luck rolls)
Rajas Ring(+1 to Attack and Damage rolls)
Tamas Ring(+1 to Magic and Resistance rolls)
----------------------------------
Di' Ako
Inventory:
Muddy Worn Iron Greatsword
Amulet of Clarity
Burnt Worn Leather Tunic
Worn Leather Pants
Worn Leather Boots
Beginner's Guide to the Elements
Survival Kit
60 Copper Coins
Skills:
14/20 Competent Elementalist
2/20 Competent Medic
0/20 Competent Greatsword User
0/10 Persuader
0/10 Negotiator
2/4 Novice Appraiser
0/4 Novice Ambusher
0/4 Novice Acrobat
Spells:
Terra Strike
Spire
Earthquake
Strength: 22
Vitality: 22
Agility: 24
Inteligence: 23
Willpower: 19(22)
Charisma: 20
Appearance: 24
Amulet of Clarity: +3 Willpower
Nirur Torir
Inventory:
Exceptional Steel Rapier of Swiftness(+1 to Hit)
Wooden Club of Swiftness(+1 to Hit)
Cloth Tunic
Cloth Pants
Leather Shoes
Cloth Pouch
Brass Ring of Cure Light Wounds
30 Copper Coins
Skills:
7/30 Skilled Healer
17/20 Competent Runecrafter
0/10 Organizer
0/10 Record Keeper
2/4 Novice Scholar
1/4 Novice Blacksmith
1/4 Novice Acrobat
0/4 Novice Alchemist
0/4 Novice Necromancer
Spells:
Rune of Agility
Rune of Energy
Rune of Finesse
Rune of Flames
Rune of Combustion
Latent Rune of Cure Light Wounds
---
Cure Minor Wounds
Cure Light Wounds
Cure Moderate Wounds
Regeneration
---
Animate Remains
Abilities:
Rune Link
Strength: 23
Vitality: 23
Agility: 19
Intelligence: 25
Willpower: 25
Charisma: 22
Appearance: 18
Left Hand: Mangled
Z. Chris
Inventory:
Steel Axe
Leather Tunic
Leather Pants
Leather Boots
Leather Backpack
3 Rations
Waterskin(2/3 Full)
Fairy
Skills:
10/20 Competent Stuff Breaker!
2/10 Axe User
0/10 Wrestler
0/10 Armor User
7/10 Brawler
0/4 Novice Plant Gatherer
0/4 Novice Ambusher
0/4 Novice Medic
0/4 Novice Chef
0/4 Novice Intimidator
Magic:
None
Strength: 29
Vitality: 24
Agility: 20
Inteligence: 21
Willpower: 19
Charisma: 19
Appearance: 21
Lawrence Godred
Inventory:
Rusty Iron Knife
Cloth Tunic
Cloth Pants
Well-Crafted Black Cloak
Leather Shoes
Legendary Castle Plans
20 Silver Coins
40 Copper Coins
Skills
5/20 Competent Architect
4/20 Competent Summoner
2/20 Competent Mechanic
2/20 Competent Medic
0/10 Carpenter
2/4 Novice Comedian
2/4 Novice Persuader
0/4 Novice Siege Engineer
0/4 Novice Trader
Magic:
Conjure Minor Item
Conjure Major Item
Abilities:
Stability
Strength: 23
Vitality: 23
Agility: 22
Inteligence: 26
Willpower: 23
Charisma: 17
Appearance: 18