Turn 15: Taking HitsStart taking devastating swings against the crew,try not to damage the airship too much.
(5+2 vs. 4) Despite the crew's general skill, they were obviously not armed with the intention of being boarded. (5 vs. 4)(1FHP-1=0) The attacking crew is quickly defeated by your attack, but its clear that there is a few more troops below decks. While this ship can't have to much more men, it doesn't mean that they are not there...
Use my Earth magic to cave in the tunnel that I and my group just left through to stop the tree people from catching up to us, I then journey to the Overlord's fortress with the prisoner.
Mental Instability: (5)
(6) You begin work on sealing the tunnel you just went through. While not perfect, the wall created by magic should stop anyone from following you. A mysterious seal appears upon the wall, signifying that only earth magic can penetrate it. It will be obvious to anyone with any magic knowledge, but very few magic users have access to a large amount of spells and rituals needed to break every little barrier. (4) You return back to the Overlord's castle with your prisoner, knowing that it would be a long way for her to escape,
Continue attacking the guards.
"Perhaps you aren't as useless as I thought."
Once the undead hunter has cast her spell and my companions are out in front, the hunter's back turned to me, attack the undead hunter with light bolts and my natural capabilities, dropping my disguise.
If the hunter seems to still be watching me as she casts her stuns, toss my initial bolts at the other servant of the overlord and begin charging up more, acting as a long-ranged fighter.
That will force the hunter to either turn her back to me or ignore the *real* enemy.
THEN I'll go after her. Stay light-aligned for this fight, I don't want her anti-undead weapons to work on me, and she probably isn't as heavily light-aligned as I am since she's just a servant of light whereas I'm a being of light (and dark). drain the undead hunter as I kill her, and then move to join the other servant of the overlord and help him.
Do not initiate combat against my mercenary companion, but if he decides to attack me, then he's going on the target list. If he acts to join me, then I'll tell the other servant of the overlord to leave him be. This offer of joining us doesn't apply to the selfless warrior.
Impish Roll: (1), Impish Activates!
(3 vs. 6) You soon find yourself being put on the defensive as the guards begin to assault you in a more unified fashion. (Enemy Damage Roll: 6 vs. 1, 5 dice)(5d6: 4+6+4+4+1=19 Damage) The enemy bears quite harshly on you, but your demonic powers make you survive the hit with ease, though you are still hurt.
(1+1+1 vs. 4) With your powers, you prepare to attack. The undead-hunter's plan was so perfect. Wanting to take her down a notch, you immediately attack before she attempted her stunning action. You aimed a bit high, missing your target. Of course the sudden shot made the hunter's shot less accurate (5-1+1 vs. 5), making it veer off and barely miss, hitting some poor guard. The distraction only served to confuse your allies and make the undead-hunter quite angry.
"I said wait, you idiot!" While she doesn't seem outright hostile, it is unlikely she will be focusing on your compatriot as well, instead trying to focus on you in case you do anything else.
"So, the Vermin have come to their deaths. Well fight mice, and see how well you do against this lion!"
Fight the enemy as they breach the gate
Order Troops to maintain strict lines on penalty of death
Use wind magic to mitigate the damage from enemy archers.
Chad will join the main force and dispense combat ice magic to foes.
All forces will kill.
Unlucky Roll: (2), Unlucky activates!
(3 vs. 3-1) On the end of its period of existence, the hail successfully hits some of the backline troops, (3 vs. 1) dealing quite a bit more death before dissipating. (34FHP-3=31FHP)
As soon as the enemy comes out the gates, your troops immediately begin to fight! (2 vs. 4) Your troops, however, prove uprepared for the initial charge of Elye's forces! (Enemy Damage: 3 vs. 2) Garland's troops guard against the charge, but still take some casualties. (12FHP-1=11)
Garland immediately takes on the chance to begin his round of attacks! (2+1 vs. 3) The enemy, however, is still behind all of Garlands Forces, making it tough to reach them and fight. Neither side scored any hits.
Under the Overlord's command, (1+1-1) the winds fall silent. Perfect for any ranged attack. Wait, that's not right...
Chad begins to attack the enemy as well. (1 vs. 5) But is overwhelmed by sheer numbers, making him defenseless in the large amount of attacks! (Enemy Damage: 5 vs. 1, 4 Dice)(4d6 1,5,6,4=12HP) He is hurt a little by the enemy forces.