Warrior 2 - 99
Ethereal - 88
Archer - 65
Axeman - 62
Jase - 58
Clair - 42
Lucy - 25
Chronus - 18
Trevor - 16
Warrior 1 - 10
Necromancer - 4
Goblin Zombie Warrior 2Still locked in combat with Jase the goblin zombie with a gaping hole in its chest continues its single minded assault as it lashes out once more with two swift strikes of its rusty sword.
The first slash only scores a mild cut on the arm, but as Jase moves to dodge the second he stumbles and falls to the ground with the zombie following him doggedly, before Jase can act the zombie's second strike takes him in the head splitting the skull partially open and knocking the guardsman unconscious.
Jase has Intense Bleeding he will die in two turns unless stabilized!!
EtherealYou run over, and take the quiver from the zombie archer before tossing it over your shoulder and letting an arrow fly at the necromancer with uncanny speed.
Of course speed doesn't make for great accuracy, and the arrow simply skids across the side of the iron-like robe and flies off into the trees beyond as if to add insult to injury.
+11 Stone Arrows, -1 Iron-Tipped ArrowClair GeminiIgnoring the Necromancer completely you charge to the defense of Jase as you swing your crook at his assailant,
the blow strikes true as it connects with the back of the zombie's skull sending it flipping over Jase's corpse to lie twitching in the dirt. Of course in the end you're to late to save Jase from the worst of the harm as he lies bleeding out on the ground before you, that's of only partial importance now as the zombie warrior begins pushes itself back up and turns to face you.
Lucy VerimWith only one of the goblin zombies left you determine to finish the last one here, and know as lash out once more with your well-used mallet displaying all the skills you had obtained with it over the years.
Putting all your might behind the blow you sweep down low striking the zombie's kneecap which gives off a deafening crack as the thing falls sideways from the force of the blow. For good measure you slam your hammer into the things head before turning your attention to the Necromancer himself.
+2 XPChronusStaying back away from the brunt of the fighting you take your newly written essay, and use the chance to orate it to the party in an effort to better their combat prowess against the foe. Of course by the time you actually finish giving the speech the Essay and Oration are irrelevant as the zombies are all pretty much dead ...
Essay on Zombie Weaknesses and Advised Combat Methods becomes a Party-Wide EffectTrevor AbbotStanding in the same spot you loose off two more arrows at the necromancer one of which goes wide while the other impacts with the robe and shatters completely. Of course from the force of the impact you're sure it did some damage, but at this rate you fear the fight will take a rather deep toll if you don't manage to kill the necromancer soon ...
-2 Small Game ArrowsSkeletal NecromancerAs more of the Necromancer's minions fall the skeleton simply laughs as if he was having a truly fun time, with another mad cackle it does the same forward sweeping motion as the first time and yet another shadow spear forms in the air.
The spear launches at the same target as before, and takes the unaware Clair in the shoulder where it buries it cuts straight through leaving a hole as it disappears once more into thin air.
HP: 12/12XP: 2/10
Equipment:Concealed Knife [Atk: 2, Atk. Speed: 2, Melee]
Book of Essay and Blank Pages [Can be used to record various things.
Essay on Zombie Weaknesses and Advised Combat Methods, Nineteen Pages are Blank.]
Trait:Exceptional Potential - You gain 25% more Experience
Active Effects:Essay on Zombie Weaknesses and Advised Combat Methods
HP: 5/12Armor: 1XP: 0/10
Equipment:Short Spear [Atk: 4, Atk. Speed: 1, Reach]
Hardened Leather Vest [Armor: 1]
Trait:Sure Strikes - You gain +2 to accuracy rolls when using melee weapons.
Condition:Intense Bleeding HP: 9/12
XP: 2/10
Equipment:
Woodcarver's Mallet [Atk: 3, Atk. Speed: 2, Melee]
Trait:
Sure Strikes - You gain +2 to accuracy rolls when using melee weapons.
HP: 2/12
XP: 0/10
Equipment:
Shepherd's Crook [Atk: 3, Atk. Speed: 1, Reach]
Trait:
Charismatic - +2 to all Charisma Rolls
HP: 11/12
XP: 2/10
Equipment:
Hunter's Shortbow [Atk. Speed: 2, Ranged]
Leather Quiver [26 Small Game Arrows (Atk: 2)]
Trait:
Marksman - You gain +2 to your accuracy rolls when using ranged weapons
HP: 12/12Armor: 1XP: 2/10
Equipment:Imperial Longbow [Atk. Speed: 1, Ranged,
Powerful]
Leather Quiver [13 Iron-Tipped Arrows (Atk: 3)]
Leather Quiver [11 Stone Arrows (Atk: 2)]
Hardened Leather Vest [Armor: 1]
Trait:Marksman - You gain +2 to your accuracy rolls when using ranged weapons
Party-Wide EffectsEssay on Zombie Weaknesses and Advised Combat Methods
-----
HP: 11/15Armor: 2Equipment:Darkwood Stave [Atk: 3, Atk. Speed: 1, Reach,
Catalyst]
Enchanted Necromancer's Robe [Provides 2 Armor,
]
Spells: HP: -3/8
Equipment:
Rusted Shortsword [Atk: 2, Atk Speed: 2, Melee]
Cracked Round Shield [Block Chance: 10%]
HP: 1/8
Equipment:
Rusted Shortsword [Atk: 2, Atk Speed: 2, Melee]
Cracked Round Shield [Block Chance: 10%]
HP: -2/8Equipment:Crude Battleaxe [Atk: 5, Atk. Speed: 1, Melee,
Unwieldy]
HP: 0/8
Equipment:
Rotted Crude Shortbow [Atk. Speed: 1, Ranged]
-----
Recently people in the village have begun to notice strange things occurring around the Darkwood, those who pass by hear strange voices coming from within that always remain at a whisper, some people have seen odd lights from within, and recently a family has claimed that their child disappeared as he was walking home one day with the forest being along his route back home. The family, and the village mayor is promising a reward for stopping the disturbances in the woods and getting back the lost child ... or at least finding out what became of him.
Reward: 50 Gold Per Character, 4 XP for Quest Completion