All Elves:
Dinner consists of gator meat, served with a fancy garnish of bitter pale wheat. The newcomer introduces himself as Dhaekh, a dawnelf who has had very little dealings with civilization. His dialect is ancient and difficult to understand. Disaed introduces himself and says something that offends him. Perhaps Dhaekh, like many deep elves, detests those outside their own kind who work with gems. The goblin makes small talk with Caboose during the meal.
During the meal Dusk asks to be brought to age. Everybody decides that it would be disrespectful to honor Dusk before his victim is properly buried. The group agrees to hold a ceremony at dinnertime tomorrow, assuming Miriam is taken care of before then.
Zrallin has taken his dinner to go, and wander off into the caverns.
-9 servings of gator meat
-2 units of unprocessed pale wheat
Dusk
Just after dinner Caboose give you a stone jar full of cold stew. He informs you it is a traditional good luck meal for those about to come of age, and that you should eat some of it for breakfast.
You head down to the caverns in search of everybody's favorite chemically potent fungus/algae hybrid. After some time searching you encounter a large wall with a thick red coating of blood lichen. You scrape off as much as you can and stuff it into your clothing. You find the feeling of the substance slightly irritating to your skin.
+20 doses of blood lichen
Continuing through the depths of the world you encounter a patch of plump helmets. You harvest as much as you can carry and then head back to the fortress with arms full of food and a body covered in drugs.
+15 servings of plump helmet
You come to the conclusion that the night is still plenty young. You decide to go back into the caverns and harvest some more of the pale wheat you encountered in the afternoon. You find the pale wheat field easily and get to business. You work for several hours, carefully plucking each stalk of the stuff. You return with another massive load of the bitter plant.
+21 units of unprocessed pale wheat
Ochita + Disaed:
Disaed pulls the fluffy end off a stalk of pale wheat and begins to chew. He is overwhelmed by the bitter flavor, but the pain in his head subsides. He approaches Ochita and they plan the surgery together. Eventually the two elves get to work.
Disaed makes a clean incision into Ochita's torso and begins the delicate task of cleaning up fragmented bits of rib without harming any of the patient's vital organs. Eventually he gets most of the bone shrapnel out of the way.
With the pain of broken ribs and a cut open torso negated by Caboose's spell Ochita is capable of taking the procedure into his own hands. Using his control of minerals he suspends the molten glob of bronze above him and slowly uses it to patch up the cracks, breaks, and holes in his ribs. The dawnelf spends several hours carefully mergering the bronze with his body before instructing Disaed to sew him back up.
Disaed quickly stitches up the surgical opening with some royal reed. He instructs Ochita to get a good night's rest before trying to stand up, and then heads off to bed himself.
-1 unit of pale wheat
-1 unit of royal reed fiber cloth
Ochita's torso injury has become minor (Will heal before Ochita wakes up next turn)
Ochita's ribs have become more resilient to injury
Ochita's arm is still broken
Caboose:
You notice that Zrallin is missing, having gone down to explore the caverns. In his stead you decide to give the jar of soup to Dusk. You tell the Hybrid that it is a good luck meal for those about to come of age. You feel a bit guilty about the deception, and you hope whatever Argus makes you is worth the act of depravity.
You decide to seek out Selande and apologize for the minotaur illusion. You find her working on a coffin for Miriam in the hospital. You explain what happened, and that you needed to test your powers on another being to be sure that you were not the only one who could see them. She says she accepts your apology. You are not sure whether or not to believe her.
With your ear to the wall seperating the hallway from the mint you attempt to practice your mineral sensing powers. You feel Karratan's every movement on the other side of the wall as he constructs some sort of furnace. After awhile you grow bored and wander off into the forest to practice your illusions.
The cold night forest air resists your attempts to manipulate it into illusions. You try for several hours before heading back towards the fortress. As you step onto the ill mantained path leading up the moutian you are suddenly surrounded by a terrifying cackling sound. You have been ambushed by a pack of small humanoids with lumpy yellow skin and fangs half the length of their bodies: Boogeymen.
You freeze for a second in fear, and the monsters charge forward. You recall that Boogeymen only attack those who travel alone, and in desperation attempt to summon an illusion one more time. The adrenalin in your system is all you need to overpower the air and form the false image of an elf standing next to you. The boogeymen vanish in a puff of blue smoke. You hurriedly return home.
You find Disaed already asleep so you conjure an icicle and carve a message into the head of his bed. "The vault in the mint contains coins and a weapon."
Flopping down in the bed next to Disaed you go to sleep. You have a terrible nightmare where you lead a pack of boogeymen in ripping Disaed limb from limb. Adella's laughter floats through your sleeping mind.
Zrallin:
Grabbing some dinner to go you wander into the caverns for adventure and glorious combat! You explore for some time without finding anything of note. Eventually you come to a large area of smoothed ground, strewn with various wooden and bone items. Sleeping in the area is a family of snakemen you count 6 of them. One of them is awake and notices you. You raise your hands into the air as a sign of submission and back away. It lets you leave.
You decide to hunt for awhile and pick up some large footprints. You follow them and they lead to a large watermill built on a large flowing underground river. The mill is made of humanoid bones and skulls. It is guarded by 4 massive blind cave ogres. They appear to be asleep, but you decide that they are best left alone for now. You note that if the elves could gain control of the Mill, they could easlily convert the grain that grows abundantly in the caverns into flour and eventually food.
After wander for several more hours without finding anything of note, you turn a corner and find a large vein of Lemonite. You also find a massive cave dragon, standing directly before you. It turns around and locks eyes with you roaring loudly. You stumble backwards in fear, scrapping your arm against the rough cavern wall in the process. You get up and run for your life. The dragon doesn't bother to peruse.
Your left arm has been cut open (medium wound)
You decide to head back to the fortress to have your arm taken care of and to tell the others what you have seen. You arrive shortly before breakfast.
Karratan:
You get to work on the furnace and finish it in a couple hours. You are sweaty and exhausted, so you decide to go to bed early. You deserve it. You dream of the Limonite vein once more. This time you see an elf fleeing from the great cave dragon.
The wood furnace has been finished!
Dhaekh:
During dinner you hear that a nearby tribe of goblins is being lead by two dwarves. You panic. Are they depleting the natural resources of this region? Do they remember you? Have they surpassed you at the craft that you taught them?
The possibilities overwhelming, you decide to help Selande work on a coffin for a dead warrior. You try to make small talk with her as you work, but she has a hard time understanding your archaic version of the deep elfin tongue. Eventually you give up and crash in one of the nearby beds.
Selande:
Ignoring the great stench created by Miriam's corpse you begin work on her coffin. After some time Dhaekh, the newcomer, sits down with you and begins to help out. You have a hard time comunicating with him, but after awhile you are pretty sure he at least understands that you are building a coffin. He tries to make conversation with you but the language barrier is just too much and eventually he leaves.
After several hours of using the pomel of your dagger as a hammer and bones as nails you eventually produce somthing that could feasibly contain a dead body. It ain't pretty, but you don't hear Miriam containing. You throw the corpse in the box and drag it to the entrance of the fortress. You wait an hour for the stench to clear a bit from the hospital before collapsing into your bed.
-20 wolf bone nails
-15 towercap branches
+1 substandard towercap wood coffin
The substandered towercap coffin has been claimed for Miriam
You have gained a level in the carpentry skill!
The goblin female has made herself useful overnight by clearing out a barrel of 150 year old food from the meat packing room and processing sweet pod syrup into it.
-1 rotten meat barrel
-8 sweet pods
+1 barrel of Deep Elfin Syrup (16 servings)
It is now dawn. The next turn will cover 6 hours until noon. 2 turns remain until the planned coming of age ceremony for Dusk.