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Uktar 2, 1492 - day

Strengths and Weaknesses

by Keth Ravenwood

Flicker was acting weird this morning and was super emotional about her bear dissolving. Should I say something to her? What do you even say to that? I don't know how to make someone less sad. I wish I was better at this stuff. At least Eethyl and Damaia came back. And Flicker seemed like she's ready to trust them, so maybe things will be less awkward from now on.
 
I’ve also found some more magicy stuff in Mom’s book, which is… odd. Why did she have a magic book? I mean, she must have known about the spell that’s built into it, it’s her book. I have so many questions. I should show it to Eethyl and see what he thinks, he knows a lot about magic stuff. Except… I don’t really want to. It’s dumb, but it feels like this book is my last connection to her and… I mean, obviously sharing it wouldn’t change anything, but… I don’t know. Maybe when we get back to Phandalin.
 

 
I always feel so useless during this part. Wolf is so good at exploring (too good to be honest, always going off on his own) and Flicker’s magic is so versatile. The only thing I’m good at is fighting, I couldn’t do anything to help us get inside. Should I try and learn more utility, explorey magic? No, focusing on my strengths is the best way to help the group. Needing help and depending on others isn’t weakness, I know that. I just... I wish that my strengths were more than being able to take a punch.
 
Speaking of which, I think Fortune tackled one of those zombies to protect me, which was… nice. People don’t usually think about protecting me. Though it was also incredibly dumb and unnecessary. I mean, the front line is the one place I can actually pull my own weight and he isn’t very… physically imposing. Or armored. Plus, just from a tactics perspective, people who can heal should really focus on keeping themselves safe first. Still, though. Nice of him.
 
Those zombie dwarf things are seriously gross. I don’t know what that one did to me when it hit but… that was not fun. We need to be careful, who knows how many more of them are down here. Actually… isn’t that kind of strange? That a bunch of undead dwarves were just hanging out in the main entrance? Giant spiders I could see, “life finds a way” as Eethyl said, but you’d think dwarves would bury their dead. Unless… I assumed that ‘sealed’ just meant the dwarves moved away, but what if they were chased out because of the ghoul things and sealed the fortress to keep them inside? That would have been relevant information for the notice.
 
Wait, what if it was sealed because the zombies are contagious? Am I infected? Am I going to die? Flicker and Fortune can heal, would they be able to cure me? Maybe Sister Garaele in town? Oh god, I don’t want to die. Alright, deep breaths, there’s no actual evidence of them being contagious. And if they are… well, sunk costs. Maybe keep an eye on Wolf though, he was hit first. If he starts to turn zombieish, then you can panic.
 

Continue reading...

  1. Introductions and Farewells
    Marpenoth 29, 1492
  2. Even More Introductions
    Marpenoth 30, 1492
  3. One Long Series of Awkward Conversations
    Uktar 1, 1492
  4. Strengths and Weaknesses
    Uktar 2, 1492 - day
  5. A Whole Bunch of Combat
    Uktar 2, 1492 - night
  6. A Giant Ancient Underground Ghost City
    Uktar 3, 1492 - part 1
  7. Into the Necropolis
    Uktar 3, 1492 - part 2
  8. A Last Goodbye
    Marpenoth 26, 1492
  9. Answers
    Uktar 3, 1492 - part 3
  10. Homesick
    Uktar 4-6, 1492
  11. An Even Wholer Bunch of Combat
    Uktar 6, 1492
  12. Important Leadershipy Things
    Uktar 7, 1492
  13. A Whole Bunch of Combat 2: Electric Boogaloo
    Uktar 8, 1492 - part 1
  14. Trust and Confusion
    Uktar 8, 1492 - part 2
  15. A Night Alone
    Uktar 13, 1492
  16. Anger
    Uktar 17, 1492
  17. Closure
    Uktar 23, 1492