Turn 2 - Skeletons can talk?
Actions:I create weapons and armor for the undead troops(well, soon-to-be undead troops) with the manaforge.
You activate the manaforge and begin your attempt at creating weapons and armor for the 25 skeletons who will presumably be animated at some point. [6] You do very well! You are really getting into the forging process, and it is going very smoothly. Almost too smoothly in fact... halfway through you realize that you are beginning to lose control of the creation magics, you have overdone it and channeled more than you can handle. An explosion rocks the tower. When the others come to investigate, they find you on the ground with a nasty lump on your forehead. The room is covered in sandy grit.
On the table lie sets of armor and maces, composed of some stone you don't recognize. They are extremely heavy and hard.
The Manaforge is crackling with energy, and must rest five turns before another use as it slowly discharges.Study Dark Magic in the library and try to correct the mistake with the skeleton if possible...
You begin your study of dark magic. [4] You progress well with your studies. You think a few more days would see you at the Adept level. When you have some spare time, you attempt to fix the moronic skeleton. [5] You succeed admirably, and the skeleton's eyes glow with intelligence. It looks at you with curiousity, "What is thy bidding, master?" It seems far more intelligent than the average undead, in fact.
Moronic skeleton now quite clever.Alicia resolves to use the scrying pool to gather information about the region immediately surrounding the Tower.
You light the incense and consult the scrying pool. [4] You do well, remembering the entire ritual from that one time Xan let you try it out. The image is murky, since you have no specific goal in mind, but you can make out some general information about the surrounding area.
The Dark Tower sits on a grassy plain and is bordered to the north by a nasty swamp.
To the east a ways is a small town, you would guess no more than 100 people live there. It has a simple wooden wall for defense against minor threats, goblins and the like, but it would fall to a determined siege. It is surrounded by farmland.
To the south, a more established human settlement known as North Sharonton thrives on a nearby river. They trade with other settlements and seem to subsist mostly by fishing and trade, though there is some farmland. Their main trade goods appear to be freshly caught fish and the carved bones of certain fish, as well as various metalwork made from imported goods. They seem to have a smith who is quite skilled.
You move to check further west but your head begins to ache from sustaining the ritual and you grow tired. Perhaps more could be learned later, once you have rested.
Re enter the catacombs, searching specifically for a magical item, minor or major, that can enhance void magic
You enter the catacombs, determined to find some object of power. You close your eyes and attempt to use your ability with Void to find a source of void magic in the depths. [2] You wander around for a while but don't really find anything of interest. Parts of the catacombs have been looted before, and now stand bare.
"Well, I'll just keep trying to make that damned journal make sense, then." She cleans up her bowl and walks out.
You settle down once again, attempting to decipher Xan's mysterious journals. [4] Aha! You have found part of the cypher, and decrypted a section of text which details a hidden arcane library beneath the church within North Sharonton. It appears this library was of great interest to Xan, and he mentions in several places that he would like to 'collect' it and explore its secrets.
Turn 2 was more varied in terms of rolls. Turn three!