Turn 58: Wretched Vermin!Bah, I give up. Just run away from the damn lizard thing and rest to heal.
[2] vs [1] You sort of stumble off. The thing sort of gets stuck on the runes. I guess you rest then too.
Tactical plan: retrograde maneuver!
[1] vs [5] You narrowly dodge a writhing vine, only to realize a few moments later that you've been turned around and were running towards the plant.
Oh no.
Regain consciousness and mass cure moderate wounds
[2][Luck 2] You do not sleep easy. You certainly do not wake up.
Take frelocks body and run away!
[3][Luck 4] You grab Fre's arms and sort of hoist him under your own. Eh, it'll do. [6] vs [5] You very narrowly escape.
The plant lashes out at the last remaining target. [1] vs [4] Dwareet'ik's extreme cowardice saves him from latching onto the plant's vines.
[2] vs [4] Dwareet'ik's valiant cowardice fails him again.
[1] vs [6] The plant's valiant thrashings fail it again.
[6] vs [2] At long last, Dwareet'ik scrabbles over the plant's ineptly thrashing vines, disappearing into the dust and confusion like the cowardly vermin he is.
Secret: [1][Luck 1]
For expediency's sake, I'll assume a corpse, a kobold, and a priest walk into a bar, rest fully, and consider what to do next. There's also an earth mage in the corner, I guess.
Also [4][Luck 5], Nathan's possessions are fine, despite him being a smoldering corpse. In fact, his constantly-wet robes dampened most of the smoldering part.
Charred but animate corpse. Tall and with long fingers and arms.
Mindless Shambling HorrorHealthyCurrent Location: Tainted Lands
Slightly Broken Steel Dagger
Dark Grey Robe of Weeping WaterDark Grey Wizard's Hat
Bone Ring
---
Spellbook
Broad-shouldered man with green eyes and black hair.
HealthyCurrent Location: Tainted Lands
Expert Earth Magic (29/40)
Novice Alchemist (4/10)
Dabbling Leadership (8/10)
Dabbling Diplomat (5/10)
Dabbling Scavenger (2/10)
Dabbling Restoration (8/10)
Dabbling Butcher (2/10)
Dabbling Fire Magic (2/10)
Dabbling Light Magic (1/10)
Dabbling Necromancer (1/10)
Earth WaveEarth SlamPotion of StoneskinEarth CrushStonefist---
Monolith PrisonMonolith PillarsStonecage---
HammerfallShunt (Earth Lv4)
Iron SkullcapReinforced Leather ArmorSoft Wool Tunic
Soft Wool Pants
Soft Wool Socks
Leather Shoes
Walking Stick
---
Hand Axe
Knife
Blanket
Waterskin (2)
Dried Beef
2 Gold Coins
Three
Demon EyesCrystalline white stones
Tiny Red GemTiny Yellow GemMystery Potion
Small White JarUnremarkable looking man with brown hair and eyes.
Possessing NathanCurrent Location: Nathan's Shell
Expert Water Magic (2/40)
Apprentice Runecrafter (17/20)
Apprentice Restoration (4/20)
Novice Swordsman (1/10)
Novice Necromancy (3/10)
Rune of Weeping WaterRune of Water's FlowAir FrostCure Minor WoundsRune of Frozen WaterIce LanceWater DrawDroughtfrost**
Healing MistsHealing MistsRune of Growing FrostSummon RainstormField FreezeSummon Violent StormIcy DeathFlush (Water/Necro Lv3)
---
Drain Life (Necromancy 1)
A short, moderately-girthed man with brown hair, piercing blue eyes, and a short but full red beard. Jolly demeanor, wearing very simple clothes.
HealthyFiend CudgelerCurrent Location: Tainted Lands
Expert Restoration (22/40)
Apprentice Light Magic (8/20)
Apprentice Necromancy (2/20)
Dabbling Sprinter (3/10)
Cure Light WoundsCure Moderate WoundsCure Serious WoundsCure Critical WoundsMajor MendingEye FlashSolar FlareLife TransferSoothing MendRainbow ShieldFaith HealingLaserMass Cure Light WoundsLeast VigorApplewood Staff
Brown Friar Robes (includes hood and rope belt)
Brown Linen Pants
Hemp Sandals
---
Backpack
Bedroll
Traveling Rations
Small Medical KitSpectral, armored figure floating above the ground, wielding a halberd.
HealthySpirit of BattleLocation: Tainted Lands, apart from group
Apprentice Polearms (18/20)
Apprentice Lightning (2/20)
Novice Sprinter (2/10)
Dabbling Dancer (3/10)
Dabbling Meditation (1/10)
Dabbling Enchanter (1/10)
Dabbling Plant (2/10)
Dabbling Ranger (3/10)
Dabbling Intimidator (2/10)
Lightning EdgeGrounding Nova StanceCall LightningHerd ThunderstormBasic LightningSpectral HalberdSpectral ChainTall, somewhat older-looking man with dark brown hair and eyes.
Possessing NathanCurrent Location: Tainted Lands
Master Plants (4/50)
Novice Runecrafting (6/10)
Dabbling Demonologist (1/10)
Dabbling Restoration (4/10)
Seed BurstGentle Direction---
Seeking SeedsEnergize---
Root DrawPlant Puppet ReversalBramblesOvergrowthTransfusionCommune---
Rune of Plant's Command---
Rune of Plant's PuppetMedium-sized lizardfolk with shiny orange scales streaked with onyx. Needle-teeth and very dark brown eyes.
HealthyCurrent Location: Tainted Lands
Adept Runecrafter (7/30)
Apprentice Improvised Weapons (13/20)
Dabbling Ranger (4/10)
Dabbling Grappler (3/10)
Rune of StrengthRune of Bouncing MaliceRune of ClingingPig Leather Robe
Anticlinging Necklace of Good FortuneExceptional Wooden Bucket---
Guide to Passive Taming of Wild AnimalsRuned beetle companion
Rather small puppy/lizard thing with reptilian mud-brown skin, a small tail, and a mangled left ear. Muted red eyes and sharp pointy teeth.
HealthySharp TeethPoison Shroud
Current Location: Tainted Lands
Adept Poison Magic (3/30)
Apprentice Spirit Magic (16/20)
Dabbling Ranger (5/10)
Dabbling Medium (3/10)
Poison BoltPoison SoulBolsterPoison CloakSpirit Worm---
Exorcise (Spirit Lv3)
Felsite Stone Staff
Itchy Hemp Robe
Cotton Undershorts
Obsidian Ring of Minor Poison Resistance---
WaterskinDog Leather Shoulder BagRitual Demon Rat Skull BowlBone Pestle
Chewing BoneObsidian Mug
Alright, so a few things.
One, I'm retconning RNG's demon ambush. The idea was to expedite things, but if he's going to be indisposed for a while anyway, there's no real point autopiloting him at all.
Two, I am amused to report that if Dwarmin had stood his ground and gotten the same rolls, he likely would have been able to defeat the plant using nothing but his teeth to counter. Of course, if his first action had been attacking he would have been countered and died instantly, so that's really only useful if you're psychic.
Third, I've reluctantly decided
not to award Dwarmin experience in the Coward skill, a kobold-only skill used for fleeing battles. I've decided not to create a Disengage or similar skill because I think it'd be too powerful. Right now it's a pain to duck out of a battle you don't like, as it should be.
Moving on to more universally relevant matters:
I'd like to add new characters, but I haven't statted them up yet. Oops. Working on it.
I'm working on rewriting the OP to actually be useful. Someday in the near future you might be able to tell that rolling high despite a penalty gives more experience than rolling low despite a bonus, or know something about melee combat other than that you get a bonus sometimes to some things.
I'm reworking various systems. Alchemy in particular is a wretched failure at the moment, weapon and armor values are inconsistent, and I might add a school or two.