Turn 21: Ineffective"Ow.. This is surprisingly more painful than last time..."
See if wolfchild can't undo this petrification, as he's presumably with us. And I'll try a bit of water magic on the ruins themselves.
[6+2-1-1] You focus a bit of water magic on the structure itself. The result is a resounding, forceful hum. Glancing around, the others don't seem to have noticed it; perhaps due to your skill at water magic or the fact that you initiated it.
You get the feeling you're not the only creature that noticed, though. In fact, you get the sinking suspicion that anything attuned to the temple itself, as opposed to simply inhabiting it, might have felt that.
+2 Water"Interesting place, this is. Never knew plants, or anything rather could grow underwater.
"Now to only find my allies."
Enter the temple, examining the surroundings on the way. Also, if possible, test my magic on those plants nearby, if it works.
[1+1-1-1] The plants rot away immediately, releasing a foul-looking stream of decay into the water. [5] You duck away from it as it rises and dissipates.
+1 Nature"I say lop it off first. Unless the enemy is known or rumored to be superior, it is always a good thing to test it."
Wait for crabby to stick a claw in, then lop it off.
[6-2] vs [5] The claw snaps down near you nose, but not near enough.
[2+2] vs [6+3] You bring your sword down on its extended claw, which feels a lot like bringing a stick down on a brick wall.
+1 SwordsIf he fails to lop it off, try to finish the job, but otherwise don't interfere; we don't need our swords to get tangled up or something.
[3-1] vs [1+3] You bring your executioner's blade down with a heavy thud. It doesn't seem to notice, but it's a very instructional experience.
+5 SwordsNow Dabbling SwordelfNow Novice SwordelfAction: Prepare to lob a ranged glob of poison at it!
[5+2-1] vs [1+3] You lob a poison dart at the claw, which sinks in despite the beast's heavy shell.
+4 PoisonCrawl up the stiars
[1-3] You successfully crawl up the stairs, and decide to look around a bit while you're there. You nearly jump out of your skin in horror before realizing that terrifying shape is just some seaweed.
Unfortunately, you only notice two humanoid blurs in the inside of the temple. Apparently most of your allies have either moved somewhere else, or are standing somewhere you can't see them. Admittedly, the second one wouldn't be hard to pull off.
Drzkktizz Kothraze
10/10 HP
+1 Dodge (0/8); +1 vs surprise
---
+2 Poison Magic (7/16)
-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 (15/16)
-L1 Minor Slip
+1 Swords, +1 dmg
Athara Opanine
10/10 HP
-1 Dodge (0/2)
---
+2 Wind Magic
-L3 Gale Push
+1 Flight (6/8)
+1 Medic (1/8)
+1 Swords, +1 dmg (0/8)
Pitonous Ross, Swordsman
10/10 HP
+0 Dodge (0/2), dmg on 6
---
+2 Swords, indestructible (1/16)
+1 Fire (0/8)
-L2 Flame Shroud
10/10 HP
-1 Dodge (0/2)
---
+2 Spears (0/16)
+1 Nature (1/8)
Giant Crab
??/??
+3 Dodge
Poisoned
Sorry for the excessive delay. I should get closer to back on schedule soon.
Also, I'm instituting some new rules on experience gain, assuming I actually remember to apply them.
Specifically, you get -1 to experience gain if you're in a relatively safe situation or area. The doorway here is a good example- it's not completely safe, but it's obviously a much lower-risk situation than normal combat. For the moment.
You get -2 to experience gain if you're in an almost completely safe situation or area. Standing on a tall tower, lobbing spells down at warriors below would be a good example- there's a chance for something to go wrong, but for the most part you're not really in much danger. If the forces below had a lot of archers or mages themselves, it might shift into a -1 situation.
You don't get exp gain for actions in completely safe or nonthreatening situations. This was always intended, but probably hasn't really been applied very consistently. Casting fire spells at a rock is a good example- you can backfire and burn yourself, but otherwise nothing can go wrong, and even if you do there's no problem with dropping everything else to deal with it.
Certain actions, notably healing and crafting, still apply this rule in spirit but behave a bit differently, either because the action is innately risky or always noncombat. Stabilizing a dying comrade has some obvious problems associated with failure, for instance, while crafting an item means wagering the materials used on it.
In other news, I currently hate how spells work and am considering alternatives.