[Turn 7: Travel's Interupted]Cheerfully attempt to convince them to become my apprentices/servants. Hippo mauls and Hound clubs any that refuse.
(2)(5)(6)(3) You convince three of the four necromancer's to go to your side, though one seems to be a bit weaker that the others (6 roll one, only -10 health though
). They all turn towards their former associate and prepare to destroy him most brutally...
(6-6=0)They all fire off spells at the necromancer, but he manages to deflect them all
(5-6=1) Hippo charges at the necromancer, but he smacks it in the head with his staff, and then (5-6=1) misses, and Hippo manages to charge him, doing minor damage (6-6=0).
(-5 to both, but hippo auto heals it next turn anyways)
(3+3=6-1=5) Hound charges the Necromancer and bashes in his skull, sending blood and gray matter everywhere.
He then casually attempts to clean off the blood and bits of gore with his rags of an outfit, and nods in approval at his work. after this, he strips off his cloths revealing almost no rotting happened, he must of died only recently after he was found and reanimated. He grabs the necromancer's cloak and continues onward, appreciating having decent clothes again. Shalla begins to tutor her new apprentices, teaching them what she knows as she walks.
Before you all go the Skeleton grabs a sacrificial knife. It was better than going in bare handed at least (+1 combat modifier)
Necromutate bandit A.
-Necromutation: warping and rotting the body of a living being, causing damage and disability.
Side effects of Necromutation™ may include: nausea, body odour, running nose, blistering flesh, aching bones, headaches, depression, loss of sight, spontaneous liver failure, loss of bladder control, change in hair color, insanity, massive hemhorraging and death. Necromutation™ is not for everyone, please consult your doctor to find out if Necromutation™ is right for you.
You begin your necromutation on the bandit, who begins to rot most heavily, causing him to bleed and scream in agony on the ground (Stunned for 2 turns)
Try to tempt Bandit D to become my minion, by using an impressive display of Dark Magic.
Kobold backstabs Bandit B.
(6) You manage to convince Bandit D to convert to your side! However bandit C turns towards him, ready to attack! (3-5=2) Bandit D (renaming him "The Bandit") blocks the attack with his copper pike, and also prepares to fight his former comrades.
(6) Your kobold manages to sneak extremely well and gets overconfident, and breaks a branch. Only bandit C hears it. (3) The Kobold stabs the bandit in the back, but not before Bandit C shouts. He deals a decent amount for being seen, but it wasn't an instant kill. (-10 health)
"Uh oh. It looks like it's time to show bandits not to steal."
Unveil my hound, cast dark mist upon the bandits.
Fluffy will aim to hamstring the nearest bandit, while talking them down (preferably) in a posh British accent.
(2) You fail to make the mist, you curse. looks like Fluffy is on his own.
(Roll for target:2) Fluffy aims at bandit B and does a doggy chuckle "Bout' bloody time I got some action!" (3+1=4-2=2) Fluffy charges at the gashed bandit but fails to get an attack without getting cut up some more, he backs away.
Infuse my Brusher's Pike with Dark Energy, and attack Bandit C!
(3) you quickly imbue the blade with dark magic, it would be only temporary, but it would suffice (+1 attack for two turns) (6(+1 reserve)-2=4+1=5) You run toward bandit C and get a brutally solid hit on him and manages to cut off his arm, causing (4= moderate bleeding, he will die next turn) a pool of blood to begin forming around him as he crumples to the ground. He will die soon after)
Bandit B attacks at (6) Leon (5-4=1) He makes a stab at leon, managing to get a small cut on him (-5 health) and (3-4=1) Gets a stab back from Leon! (-5 health) Leon (5-3=2+1=3) Stabs at the bandit (1) causing no lethal bleeding. (-5 health) Bandit B seems to pale a bit.
Bandit C (3) staggers to his feet and charges at Adil (5-1=4) and manages to get a decent stab at him, nothing lethal though. (-10)
30/120 health( [Bandit A 10/30 | stunned for two turns ] [Bandit B 10/30] [Bandit C 10/30])
Inventory: Copper Short Sword | Copper Long Sword | Copper Spear | Copper Pikes| Leather Armour
Player: Nirur Torir
Name:Sam McFrederickson
Health: 100/100
Inventory:
Companions: Undead Kobold
Health:40/40 (stealth unit, +1 for stealth rolls)
"The Bandit"
Health: 30/30
Inventory: Leather armour (+1 dodge) | Copper Pike (+1 attack)
Player: IronyOwl
Name: Shalla Halfdark
Health: 100/100
Inventory:
Companions: Undead Hippo
Health:40/40 (+10 Healing Aura, heals those around it)
Undead Human "Hound"
Health: 40/40(can use misc. heavy items around area, adding to combat roll, used via action)
Inventory: Giant Tombstone (+3 combat modifier)
Undead Skeleton
Inventory: Sacrificial knife (+1 combat modifier)
Health:40/40
3x Necromancer Apprentice'
Health 50/50 ([Necromancer A 20/20] [Necromancer B 10/10] [Necromancer C 20/20])
Inventory: Basic Robes | Basic Staves
Player: Sinpwn
Name: Adil Borushdumat
Health: 90/100 (+1 to all dark arts for 3 and above rolls)
Inventory:
Companions: Undead alligator
Health: 40/40(+1 Combat modifier, mountable)
Player: HmH
Name: Ima Erifithili
Health: 100/100
Inventory:
Companions:Demonic Bat
Health 5/10 (Life drain, regenerates and can gain more health via sucking out a creatures life force)
Undead swarm of Fish
Health: 40/40 (can walk on land, can shroud themselves in darkness for +1 to dodge)
Player: Tiruin
NAME: Tyrin Karos
Health: 100/100
Inventory: Cloak for Fluffy
Companions: Undead Dog "Fluffy"
Health: 24/40 (+1 combat modifier | Sentient)
Player: Talarion
NAME: Leon Jyos
GENDER: Male
Health: 95/100
Inventory: Brusher's Pike (+1 attack roll, roll for bleeding effect, 5=decapitation
Companions: Horde of Rats
Health: 40/40 (equiped with a fear spell)
Dark WhispKilled by bone golem
Right thne, the group heading into Caelondia are going to have to roll to see if they're not kicked out, or if they're attacked. Keep that in mind! As for the group traveling to Blackmarsh, same for you after the fight.
You can use your rolls to try and persuade them to let you stay if you fail, but that would cost an action. Caelondia is a trading town, so it has any and all wares, even the ones of the more shady variety.