I think we should move on after this turn. RNG likes sending stuff at players who dawdle for too long. I'd do something useful, but I have Greater Plans.
They do not yet at this time involve creating a spell that inflicts massive damage at the cost of my own life. Such a thing would be useless until we meet an overly powerful enemy.
Using my knowledge of Lifetap and Joint Enmity, I attempt to create a spell that is a combination reverse-Lifetap and Joint Enmity. That is, I want to drain their essence and send it somewhere else (A skeleton or other minion [bad idea], a random animal [Fun bad idea], a piece of jewelry [handy yet boring], or perhaps a greatly esteemed colleague [just kidding. Mostly.]).
You try to find a way to redirect the energy focus of Joint Enmity from your own soul to another soul (4+2) and determine that such an act should indeed be possible. (Luck 2) You don't seem to be able to grasp how to do it at this time however. Maybe if you had a better grasp of necromancy...
+1 to Necromancy or perhaps a greatly esteemed colleague [just kidding. Mostly.]).[/b]
Make sure it's a totally random colleague.
I try to fix the rune link on my amulet. If this is impossible I'll... read more of the evil book of evil.(I'm surprised the guards haven't started questioning me yet...)
You try to fix the link on your amulet (4+2) and reactivate the runes, (Luck 3) but end up negating the rune of energy. Still, the rune of warding now seems to be functional.
+2 to Runecrafting
Check refuge for loose items that people don't need, and we can take freely. Hopefully, said items will be somewhat useful.
You begin scouring the refuge. (5) You find several valuable items, (Luck 1) however they all seem to be the cherished possessions of those who fled their homes in the face of the demon invasion. You would feel bad taking them... that, and turning the only known group of non-demons in this area against you might be a bad idea.
Attempt to learn Lifetap and Joint Enmity while watching Nirur Torir experiments.
Stone Spirit will heal Aarchan.
Also, seeing as there is almost nothing here I vote for us to continue walking. Unless someone stumble upon a fine treasure in the form of loot or enemies. Or both.
You study Nirur as he works on his spells, (1) but completely fail to grasp any of the mechanics. (Luck 4) You do manage to not hurt yourself when trying to cast a spell, however.
Go around the camp, searching for a dude who's good at fighting. If I find one, ask that person if he/she/it can help me with dem fightans.
You wander among the refugees, searching for some sort of skilled soldier. (3) You find an old mercenary from wars when humans still fought each other, (Luck 5) who takes a liking to you and teaches you a few dirty tricks.
+2 to SwordsI'll unequip my current armour (Which could be useful in some devious situations, trap armour) and search for some new armour.
You hastily remove your armor and search for something else. (5) You find some iron scalemail, (Luck 2) but it is badly damaged and currently unwearable.
Heal would be helpful... as long as my hand doesn't fall off
Search the camp for work and quests, look for a supply depot while I'm looking.
You wander the camp looking for work, (3) but there isn't much to be found. It seems most of the refugees are just trying to survive until another expedition heads for Almar's Keep. (Luck 5) You do find a priest of Myou who heals your hand while warning you to stay away from the weeds.
Helpful, or necessary?
EDIT: Bah whatever. I'm sure next turn will be fine.
Try to invent a spell that will heal people ahead of time. So that if someone's healthy, I can cast the spell on them, and later when schle gets hurt schle will automatically be healed. Also, if someone's lightly wounded but I use the spell on schlim, and it goes well, the "extra" healing will be saved.
Order my golem to practice with is voulge.
You attempt to devise a latent healing effect, (5+3) and begin making a delayed healing spell. (Luck 6) You create a conversion effect that draws from the user's physical strength to heal their wounds. It will heal them, but make them temporarily weaker as well.
+3 to Healing
New Spell: ConjugationKin's spirit notices that Aarchan is already healed, and continues helping the refugees.
Cheddarius' golem continues practicing (4) and does fairly well, (Luck 6) but swings the volgue so wildly that he almost takes someone's head off and is kicked out of the refuge.
+2 to Axes Status:Healthy
Skills:15/20 Skilled Necromancer
3/20 Skilled Summoner
8/10 Novice Elementalist
Spells:Animate RemainsDestroy UndeadShadowtouchLifetapWeaknessJoint Enmity-----
Conjure Food & Water
Summon Wildlife
Summon Skeleton
-----
ChillFrostEquipment:Oak StaffCotton Shirt
Cotton Pants
Leather Shoes
-----
Throwing Dagger10 Bottles of Distilled Water
Healing Salve
Companions:2 Skeletons
Status:Healthy
Skills:2/40 Expert Elementalist
11/20 Skilled Runecrafter
0/10 Novice Dagger User
0/10 Novice Wrestler
4/5 Unskilled Medic
Spells:Rune of WardingRune of FinesseRune of Ice-----
ChillFrostThaw
Frozen Burst (Adv)
Abilities:Great WillpowerEquipment:Fragile Iron Dagger of FinesseBlack ShieldCotton Shirt
Cotton Pants
Leather Shoes
---
Chisel
Mallet
Chalk Stick
Black Spear
7 Black Daggers
Status:Healthy
Skills:1/40 Expert Alchemist
3/10 Novice Thrower
0/10 Novice Herbalist
2/10 Novice Butcher
3/5 Unskilled Medic
2/5 Unskilled Dagger User
Spells:Healing SalvePyredraughtAcid FlaskFever GunkEquipment:Blessed Copper KnifeBurnt Cotton Shirt
Burnt Cotton Pants
Singed Leather Shoes
-----
Iron KnifeMortar & Pestle
Iron CalcinatorGlass Flask
Flint & Tinder
Half-Empty Flask of Vinegar
2 Bottles of Water
2 Vials of Holy Water
1 Vial of Demon Ichor
1 Vial of Lotus Extract
1 Vial of Troll Blood
1 Vial of Powdered Crystal
1 Vial of Ankheg Acid
Medium Tin
- 4 Dried Myou's Grace
- 2 Dried Allurena Leaves
- Dried Arae Flower Petals
- Dried Black Lotus Petals
Burnt Small Book “Survivalist's Field Guide”
Followers:Animated Gelatin
Status:Arms:
Runes of PowerSkills:12/40 Expert Elementalist
17/20 Skilled Runecrafter
6/10 Novice Hammer User
4/10 Novice Summoner
Spells:Rune of WardingRune of PowerRune of Ice-----
StoneSpireEarth Heal
Grave Embrace (Adv)
-----
Conjure Food & Water
Equipment:Gnarled StaffCotton Shirt
Cotton Pants
Leather Shoes
-----
Iron WarhammerSmall Book “Index of Runic Spells”
Companions:Stone Spirit
Status:Healthy
Hoofed FeetSkills:15/20 Skilled Runecrafter
4/20 Skilled Summoner
9/10 Novice Necromancer
Spells:Rune of WardingRune of WeaknessRune of PowerRune Link (Var)
-----
Conjure Food & Water
Summon Quasit
Dismiss Summon
-----
Animate RemainsBind WraithEquipment:Oak StaffBrass Amulet of WardingCotton Shirt
Cotton Pants
-----
Leather Shoes
Chisel
Mallet
Odd Papers
Human Skin-Bound Tome 'Evil Book of Evil'
Followers:Wright
Zombie
Status:Skills:7/20 Skilled Scholar
8/20 Skilled Swordsman
1/20 Skilled Elementalist
0/10 Novice Dodger
Spells:Torch
Fireball
------
Force BoltAbilities:
Improved Dual-WieldingEquipment:Silvery ScimitarForce DaggerReinforced SkullcapLeather BrigandineLeather TrousersSturdy Leather BootsRing of Fire Resistance-----
Imbued Force ShortswordUncursed Force ShortspearForce DaggerBlack ShortspearBlack DaggerLeather Boots3 Healing Salves
Mottled Potion
Old Map
Small Book “Beginner's Guide to Combat Magic”
Status:Healthy
Right Arm: ScarredSkills:21/40 Expert Healer
5/10 Novice Alchemist
0/10 Novice Staff Fighter
3/5 Unskilled Automaton Repairer
Spells:Cure Minor Wounds
Cure Moderate Wounds (Adv)
Curative Aura (Adv)
Conjugation
Remove Curse
Protect
Hasten
Dance of Blades
Ardor
-----
Healing Salve
Equipment:
Iron Kreuz Staff
Cotton Robe
Cedar Sandals
-----
Silver Wand
2 Healing Salves
Scroll of Bless
Scroll of Increase Defense
Scroll of Restoration
Followers:
Flesh Golem
- 4/10 Unskilled Axegolem
-Heavy Iron Voulge
Status:Lightly Wounded
Skills:0/20 Skilled Elementalism
0/10 Novice Axeman
3/10 Novice Runecrafter
Spells:DrownSpringMist-----
Rune of HarmEquipment:Hand Crossbow- 6 small crossbow bolts
Leather TrousersLeather Boots-----
Harmful Leather BrigandineBroken Iron Scalemail
Bone KnifeHealing Salve
Brass Clip
Huh. Nobody got a good roll that turn. Nobody really got a bad roll either, but still... That was a very unproductive turn. Oh, and before I forget:
Nirur talks to the refugees about the surrounding area, specifically Kicen's Tower. They tell him that Kicen was the mage who opened the gates of hell and let the demons enter the world, and is rightfully feared and despised. One refugee says that in these recent years, Kicen has shown relatively little interest in anything outside his tower, and has left the rest of the world alone, unlike the demons that hunt them constantly.
The refugees warn him of several other places to stay away from. The cave to the northeast is home to the demon known as the Juggernaught, who wears armor so thick that nobody has been able to pierce it. They also talk of a cursed tree to the southwest that draws humans to it, then when they stray to close lashes out with vines to kill and eat them. They also warn to stay away from Schlade, which is the capitol of the demons, and the lost shoals, which few men ever return from and those who do are insane. They say the wastes are relatively safe if you have some way to get food and water magically, because the land is so barren that not even demons roam there.