[Turn 5.5]
Feed on the zealot.
[4+2] vs. [1] You cunningly hide your true strength and let your enemy think he has won this struggle. As soon as the zealot lets his defenses down to catch a breath, you grab his arms, spread them wide so he can't shield himself, and plunge your fangs deep into his neck.
Something crunches under your teeth and the zealot's entire body goes limp. Oh, whoops, was that his spine? Not that it matters. You drink until there's nothing left in your victim's veins, and emerge far less hungry than you were before.
Status: Starving(2 turns left) -> Hungry(6 turns left)
Agree to the Offer
The ceremony was long, boring and unworthy of any remembrance. You've been washed, dried, made drink some nasty black brew and kneel before the altar as you were given a Ring of Anratha that would connect you to Her mind, that's all. It, however, bears mention that the moment you touched the ring, your perception of light and shade changed: you could just look at any place around you and immediately see how easy or difficult it would be to hide in that spot.
Coating removed: An Unhealthy Covering Of Assassin's BloodItem added: Ring of AnrathaAbility added: Shadow VisionYou know where to go now. The old temple of Twin Suns on the outskirts of town; there's a secret passage there, disguised as a wall with an irremovable torch on it. The passage leads into the temple's catacombs, which were defaced and then rebuilt as living spaces for the Twin Suns' followers. There is probably a total of forty zealots in the Twin Suns' servitude; up to thirty of them are on various missions right now, preparing the city-states for an uprising and killing those who could oppose the Twin Suns' power. Today, when the temple is so undermanned, is the best opportunity you have to get into the temple's inner sanctum and destroy the shrine.
The shrine itself seems to be far deeper than just in the temple's catacombs. Anratha's shades have only been able to get to the deepest, third, level of the catacombs, where they have seen an entrance to another place, filled with light, fire and all sorts of foul smells. You don't have any information on what happens there and beyond.
As you explain the temple's layout to Amala and walk onto the streets, you notice three things. First, the whole Nobles' District is on fire and there are angry murmurs coming from all sides. Second, it's dawn already. Third, Spin Doctor himself is approaching the temple at a run, no doubt hurrying to pick you up, with some leather-clad troll of a man following him, the Twin Suns' mask hanging from the man's belt.
Eldrin Faenir: "
What's happening? And who is this?"
The troll-man responds before the Doctor can open his mouth:
Diego: "
I am Diego, your master's new bodyguard. Pleased to meet'cha. You made quite some racket stealing that gem, you know that? The Twin Suns' hitmen were already following your trail when I-"
Augustine Volkar: "
No need to go into details, Diego. What's important, dear Eldrin, is that he had saved your life tonight. You can trust him. And... I see you've got a new acquaintance as well?"
Amala gives you a furious glare and starts tapping her foot in warning. The Doctor seems to notice that and adds rather hastily:
Augustine Volkar: "
Never mind, we'll exchange pleasantries once we're out of here. The Old Gods are back, Eldrin, and they're not going to give us an opportunity for another Crusade. We must strike now, while their goons are busy rousing the rabble and murdering priests. The Twin Suns' main shrine has to be in their old temple somewhere. Follow me."
Having exchanged your knowledge on your way to the temple, you travel surprisingly quickly. The secret door in the temple was wide open when you arrived, screams of pain coming from the other side. You run through the corridor and arrive at a room illuminated with strange golden glow.
There is utter chaos in that room. First there is King Ramlan's advisor, his teeth sunk into a zealot's neck, his eyes closed, so deeply in his feeding he doesn't even notice a staff-wielding adventurer near him toppling racks and racks of white-hot weaponry over in search for something.
Then there's an intimidating-looking triad of zealots facing an abominable undead construct armed with a mace and a shield, the construct trying to defend a pale person in a robe completely unlike that of the zealots. This one's probably a necromancer of some sort.
And finally, your gaze stumbles upon the source of the screams: a man with painful-looking burns all over his back and arms, his robe charred and torn, with another robed figure standing over him, examining the burns.
[Roll against Detection: 5] Everyone in the room seems too preoccupied with what they're doing to notice the new arrivals. You can probably get a jump on whoever you attack if you do so now.
((All right, the group is assembled, the timeline is united and I'm going to roll full turns now.))
Player: Flintus
Name: Samuel Bel
HP: 20/20
Status: Hungry(6 turns left)
Abilities:Eternal Leader: +1 to all leadership rolls.
Dominate Will: Can put mortals under his control.
Inventory:Punctured Noble's Dress
Advisor's Wig
Heavy Pouch of BlingPlayer: antlion12
Name: Augustine Volkar
HP: 20/20
Status: Full(1 turn left)
Abilities:Spin Doctor: +1 to persuasion and changing people's opinions. Can persuade other people even when under attack.
Inventory:Bank Account: 1200 gold.
PouchHandkerchief
Expensive Clothing
Map of Twin Suns' TempleDaggerRapierHenchman:Diego: 30/30 HP, wielding two Shortswords(two hits, Strength-based -2 to hit, 1d6 damage) and wearing a Plated Leather Armor(-2 to received damage). +2 to Strength. Cannot disobey you.
Player: IronyOwl
Name: Kal
HP: 20/20 HP
Status: Hungry(4 turns left)
Abilities:Regenerator: Restores 2 HP every turn. Restores full HP in Adrenaline Rush and when feeding.
Instinctive Deflection: +2 to defense against hot weapons.
Inventory:Torn and Bloodstained Performer's Suit
Well-Fitted Black Robe2 changes of Normal Clothing
Heavy ShortswordPouchStake-Arrow(coated with Survivalist's Blood)Sun-Gold Training RapierPlayer: agentorangesoda
Name: Xil Valcenti
HP: 20/20
Status: Hungry(4 turns left)
Abilities:Blinding Speed: Gets +2 to hit and to all actions relying on speed.
Inventory:QuarterstaffAdventurer's Leather ArmorPouchPlayer: empfan
Name: Antora Darklance
HP: 20/20
Status: Full(4 turns left)
Abilities:Necromancer: Can raise dead.
Inventory:A Bottle of Dwarven Wine
CrossbowSecrets of Life and Death: The Book(authored by Antora Darklance)
Undead Servant:Two-Face. +1 to Damage, +1 to Strength. Wields: Mace and Shield(+0 to hit, 1d6 damage, +1 to defense, negates 2 points of armor)
Player: Tiruin
Name: Eldrin Faenir
HP: 20/20
Status: Hungry(6 turns left)
Abilities:Sneaky: +1 to stealth, stealing and lockpicking
Assassin: Stealth attacks always hit.
Shadow Vision: Hiding is a free action.
Inventory:Dual DaggersDwarven Crossbow2 Poison VialsFirestarting Kit3 Pouches(235 gold total)
Ring of AnrathaPlayer: Caellath
Name: Amala Sungleam the Bringer of Silence
HP: 15/15
Status: Full(5 turns left)
Abilities:Two-Legged Predator: -2 to enemy's Roll Against Instant Death. Critical hits cause triple damage.
Inventory:Elven BowSpiked KnuckledustersTorn Guardswoman's UniformCloak