Turn 19: Medusa MedicHEAL: OCHITA
Standy for damage control!
Standy for damage control!
[6-3+1][2-3+1] You successfully heal Ochita's wound. Unfortunately, you somehow petrify the spot in the process, resulting in a slab of some hard, organic substance where his wound used to be. Needless to say, this is Very Bad.
[6-2] Drzkktizz quickly springs into action, using his modest medical knowledge to stabilize the situation. Ochita still needs help, but he's not in any immediate danger.
[5-2] Athara takes this opportunity to examine the 'wound' more carefully. It's probably less serious than the actual wound, save that she's not sure how to deal with petrified flesh.
Lituh: +X RestorationDrzkktizz: +4 MedicDrzkktizz: Now Novice MedicAthara: +4 MedicAthara: Now Novice MedicUse water magic to remove debris, to clear the water so we can see clearly, and hopefully with more light.
[2+2-2-1] You kick up some dust, without really moving anything or making the water brighter or clearer. Great.
+1 WaterApproach the vortex VERY SLOWLY, testing out the strength, and keep my legs in a position to push backwards. If the vortex isn't too strong, go down to the rooms below.
Your testing, while firmly standing on the edge, confirms that the vortex seems to be limited to the visibly darker, swirling part. You don't test immediately next to it, but within the hole in the floor, certainly, there's only the faintest of currents.
[2] You sink down into a small, debris-ridden room. Closer inspection reveals that the exit is plugged with rocks, the same kind that litter the floor. A quick search reveals nothing of interest, or indeed anything at all except rocks.
Appear!
((I'm assuming you want to go join the rest of the group; if not, you can just exit the portal and go off on your own, or even go back and harass the mages or something.))
Well, that was odd.
First, you're recruited by some strange bandage-clad being, then brought to some slightly erratic mages. Then you step out of a portal onto a beach and are immediately accosted by strange fish-men, who manage to convince you to put on an amulet and follow them into the sea, where you eventually meet a rather large, feral-looking mermaid who wants to hire you to help the very people you're here to help, and that they're apparently in a pit that sucks in anything that comes near it.
So, here you are, at the bottom of a pit that's glowing oddly, deep under the sea, in service of a tower of mages and/or mermaid queen ordered to help... well, you assume that's them over there, at the top of the temple-like structure that dominates this place, apparently trying to figure out what they just did to one of their own and undo it. You get the feeling that today is not finished being odd.
Drzkktizz Kothraze
10/10 HP
+1 Dodge (0/8); +1 vs surprise
---
+2 Poison Magic (3/16)
-L1 Poison Dart
+1 Alchemy
+0 Butchering (1/4)
+1 Medical (0/8)
MINION?: Skel
Maikah Moonfur, Light of the Lost
4/10 HP
+0 Dodge (2/4); Spell Absorption on 6 vs spell
Blind
---
+1 Light Magic (1/32)
+1 Polearms (0/8)
Ochita the Scholar
?/10 HP
-1 Dodge
---
+2 Water Magic (10/16)
-L1 Minor Slip
+1 Swords, +1 dmg
Athara Opanine
10/10 HP
-1 Dodge
---
+2 Wind Magic
-L3 Gale Push
+1 Flight (6/8)
+1 Medic (1/8)
-1 Swords, +1 dmg (0/2)
Lituh Zangler, Traveling Blade
10/10 HP
-1 Dodge
---
+2 Swords, all range (0/16)
+1 Restoration (0/8)
-L3 Major Mending
MINION: Fishman
6/6 HP
+1 Dodge
+1 Attack, hampering
Blowgun, darts, leash
Pitonous Ross, Swordsman
10/10 HP
+0 Dodge (0/2), dmg on 6
---
+2 Swords, indestructible (0/16)
+1 Fire (0/8)
-L2 Flame Shroud
10/10 HP
-1 Dodge (0/2)
---
+2 Spears (0/16)
+1 Nature (0/8)
Right then, sorry for the delay. Tiruin, do you know what you want your glaive to do? For that matter, could you go into a bit more detail as to what you mean by "nature" magic?
Also, I've left adwarf for now because you might still need him and it's rude to half-solve/possibly make a problem worse and then leave.