Ya know what? From now on, every turn will have its own spoiler.
Turn 4:
Don Onil (Frelock):
Action 1, Kill it with fire!
(Roll: 2)
In a daze of toxic fungal digestive fluid-inspired madness, you grab desperately at a nearby torch immediately after reaching camp. You stumble with it as you attempt to burn away your growing mold infection and manage to catch both your clothes and your horse on fire. Nearby men watch you with mixed feelings, some find your blundering amusing while others begin running about attempting to find something to douse the flames with.
You are also showing signs of mild intoxication and during the stumbling about you realize that your entire leg is completely numb, with your other extremities starting to get a very peculiar, unscratchable itch.
Action 2, Find some water to jump into to put out the fire.
(Roll: 2)
In a drunken stupor, you blunder over as fast as you can to the frothing ocean, ignoring the cries and cheers from your comrades and managing to shake off the ones who attempt to help you. You do manage to have the presence of mind to take off your burning clothes before dunking them into the ocean, but you do not have the presence of mind to not put them back on again. It takes a few seconds for the new burning of acid to register, much to the enjoyment of nearby spectators.
You horse, fortunately, fares considerably better; nearby men manage to put out the flames before they spread beyond a small patch of hair.
Action 3,
Jessup Atel (Dwarmin):
Action 1, I use my pathfinding intuition to lead my men back to camp, taking care not to approach without warning.
(Roll: 6)
Using your well-tuned sense of direction, you decide with a high amount of certainty which direction leads back to camp. You tell the men to follow you, but it takes only a quick look around, a few steps, and something which you can not see tripping you up for you to realize just how incredibly dark it has become (and how quickly). You can see almost nothing, only vague, indistinct shapes. You memorize the direction; you know that's the way back to camp, but heading back will have to wait or you'd all get lost, or worse.
Action 2,
Action 3,
Eisthin (Wolfchild):
Action 1, Find someone to spar with, and do sparing
(Roll: 6)
You turn to the nearest man, who after a quick inspection turns out to be a very human-like elf in some rather loose-fitting clothes, and challenge him to a duel, to which he sighs and accepts. The two of you soon find an open place in the camp and you ask the half-elf his name.
"Ochita." he replies, and the two of you draw weapons and begin sparring. The sparring soon grows in intensity, however, as the two of you quickly find that you are a close match of skill. A crowd gather around you and begins cheering, and soon the two of you are locked in the brilliant fervor of battle, dancing between each others deadly blows with abandon. However, one is a hunter, trained in battle and endurance by the harshness of the wild and the constant battle from within with that inner beast, while the other is a mystic, a magic-wielder trained to use sword only when absolutely necessary. Eventually the battle begins to favor the hunter, though he is too absorbed in glorious battle to realize his sparring partner is now fighting for his life. At last, his sword is knocked from his hand and the hunter's prey is left seemingly defenseless. He goes in for the kill, when suddenly a great multi-colored flame erupts from the other's fingers, turning to a rain of biting insects as it flies forward. He panics as they dig into his skin, and almost on instinct twists the outer streams of magic to help him.
In a rather spectacular display, the insects burst into millions of flecks of chitin and multi-colored blood, raining down around him like confetti. Though he bleeds from several rather large cuts, he is otherwise unharmed, if slightly shaken. Ochita stares at him in bewilderment, he had just performed magic! Did he intend that result? Does he already know how to work the ambient energies of this place? He scarcely notices Eisthin's apology, interrupting him with, "Do you know how to do magic here?"
Action 2, Go to a more secluded area and try to tap my beast for power as it seems to be able to get it, and its power seems similar to what i use, its about time i used it rather than letting it controll me, even in little ways, if i succede i try channeling it into my spear (i noticed that i can channel magic through it in thet stats, so i want to find out what that does)
(Roll: 3)
Again with the seclusion! If they didn't have better things to care about, some of the men would start making up rumors...
You find again the rocky crag which you had retreated to before and begin you usual meditation, extending your awareness without and within you, though focusing mainly on the within. You feel the power flowing through your inner pathways, going in mainly through the top of the spine just below the neck and going down and within, to the more ethereal places of yourself where the latent beast normally resides. You attempt to reach for this pathway when suddenly your consciousness goes awry, you feel within you the awakening of primal instincts long forgotten, of feral rage unlike any which you've felt before. You feel the beast awaken inside you, an unstoppable power as massive as a tidal wave empowers it forward and you are unable to resist.
You awaken, though your head spins with new, estranged sensations which you recognize but cannot tell from where. Though your eyes can not see, you can sense... almost feel the world around you, but it is not like the heightened awareness of meditation. It is... strange, garbled yet clear, indistinct yet solid. You attempt to make sense of all this, try to remember... anything, but even your name and purpose escapes you.
Action 3,
Nevyn Fenrok (Nevyn):
Action 1, Search the ship for any of the acid blood and collect it in the glass vials
(Roll: 4)
You find a few puddles of the acidic blood and manage to fill one and a half of the vials before your finger tips start bleeding from acid burns.
Action 2,
Action 3,
Ochita (Ochita):
Action 1, Rest up and then start to Explore around camp
(Roll: 4)
You completely ignore this blatant message from the heavens and decide to, instead of inquiring further as to how this man had been able to use magic, find the nearest grouping of men to chat and bunk with. You manage to do exactly this, assimilating into one of the many decimated squadrons and quickly becoming acquainted with them. They fortunately do not notice you are an elf, and in fact several times the conversation turns to crude elf jokes, which you find mildly offensive but you manage to keep your feelings to yourself.
After an hour or two of chatting, you decide to take a look around the camp. It's not much to look at, really, just a large bunch of torches and bedrolls thrown haphazardly around, only broken by the occasional tent and by the stockpiles and command flagpole. One thing you do note, however, is just how vulnerable you are here just from the location, not including the fact that what seems like half of the men here are injured and the haphazard setup.
Action 2, Seeing frelocks mold. Oh god. Stay there. I make an antidote from some of the mold
(Roll: 3)
In the confusion, you manage to take a small hair from the mold growing on Onil's leg. However, after picking it you realize it'll very likely take at least a week of researching the mold before you are able to create an antidote. You also realize how much of a bad idea this was when your finger tip starts itching where it touches the hair. Well, might as well get some benefit out of this blunder... you rush to the clustering of elves not too far away and ask them frantically for a small vial, which is quickly produced and handed to you. You place the hair within it, put the vial down gently, then run back over to the ocean and dip the two finger tips which touched the mold into the water. You shake off as much of the water as you can afterwards and, though your fingernails are now melting, you decide you're in better shape now then what you could've been had you not done that.
Action 3, Research the mold
(To do)
To do