Call a lightning bolt down on each of the air-ships in our way.
[2+1] You zap several of the other ships, but there are too many to destroy quickly, and soon another wizard starts to counter your spells, causing them to dissipate harmlessly. "You were given a chance to surrender peacefully. Dead or alive you are coming with us." A number of much larger ships begin to take off from docks across the city, all headed toward you.(seriously, you're fighting an entire city? You had a good chance in court, if only because you killed the old captain, and he's the one they would have wanted.)
Look for human tracks and follow them.
[2] Humans? There have never been, nor will there ever be, any humans here.(bad roll aside, they were elven druids, but that is irrelevant to the results)
question them as to A:what beings you seek 2:why do you seek them? and (i dont think talking takes my turn but if it does ignore this) begin planing a DM cannon for the fortress
(talking doesn't require your turn if you are merely asking questions, but giving orders, or trying to get something from the person you are talking to does)
The creature responds "We sseek those who dwell on the other sside. They have blocked all passsage, fearing what we might do if even one of uss reachess them. They do not undersstand, we are their future, they will become as uss, it is inevitable. We transsend this place, while they remain trapped in the physical, ignoring what can be done if one ssimply abandonss it." [5] As the creature speaks you use you expanded mind to command your castle to change shape, forming a large cannon on the base. It is currently non-functional, but can be activated by fueling it with a source of dark magic.
go find some elves
[3] You head back to the forest, searching for any elven settlements. You don't find any, but you do notice that the blighted area you were in is not so clearly defined as before. At the borders bits of greenery are beginning to grow back.
Call my chariot again, retrieve the tome of forbidden magic.
[3] You call your chariot back to yourself then grab Jetsquirrel's magic tome. It looks like it was a bit damaged in the fight though...
tome of forbidden magic(-1 to reading attempts)
I search the index of the book of runes for an empowering/enhancing/efficiency rune to use on my ship's crystal. If that works I go after Flint; if it does not, I shrink the furniture back and go after Flint.
[6] Quickly scanning the index you find a couple of relevant runes: a rune of power and a rune of flight. You apply the two to the crystal simultaneously and are almost knocked over by the sudden acceleration. The two runes night have worked a bit
too well, and the ship now moves extremely quickly. The problem is, it seems to be incapable of moving slow enough to dock or preform any other tacks requiring even the smallest bit of finesse.
(come to think of it I should probably add the ships to the statuses, I'm not sure why I didn't earlier)
I remove my chainmail armor and forge Jetsquirrel's mace into a magical heat sink pauldron.
[5+1] You remove the chainmail additions to your robe and forge them and Jetsquirrel's mace into a rather large pauldron. [6] You then enchant it to absorb all excess heat in the area. It's not gonna be easy to use, but it should protect you from any fire based attacks. It also looks like you miscalculated the area, and it will absorb any of your own attacks as well.
enchanter(no epic fails)
enchanted oversize pauldron(immunity to fire but cannot use fire-based attacks, -1 to hit)
I am now on spring break! I'll have plenty of time to do a turn every day for the next week, if everyone posts often enough.