Turn 19: RoutFinally notice the other people fighting, while continuing to kill the guards.
Finally notice the other people fighting, while continuing to kill the guards.
"Oi!"
still be staying behind the other servant of the overlord, whos name I still don't know, keeping him between me and the virtuous fighter.
finish off the last of the guards if they're still standing, then continue my bolt barrage on the hunter. watch her very closely, and switch alignments if she gets clever and starts using dark-based attacks. if she alternates between attack types, then I guess I'm going to be switching alignments a lot. try to stay the same alignment as the attacks being used on me, and if that means I need to use dark bolts instead of light bolts sometimes, then do it. they'll probably hurt the hunter more anyway.
Impish Roll: (3)
(2 vs. 4) The guards quickly gain the upperhand again against you (Enemy Damage: 1 vs. 5), but you manage to dodge any blows before they would have wounded you. (5+1+1 vs. 2) (Damage: 6 vs. 2) Valyrie manages to finish of the remainder of the guard. (1FHP-4=0FHP)
(Enemy Attack: 5+1 vs. 3+1) The undead hunter begins chanting a familiar spell again. This time, a familiar spell is launched, the stunning spell which she originally used! Thankfully, the spell isn't really effective against undead, but you find it tougher to move. (-1 to rolls until recovered)
(Enemy Attack: 4+1 vs. 2) (Enemy Damage: 2 vs. 5) The virtuous fighter charges to attack Masasit. Thankfully, he dodges the final attack.
Dance around the question and ask one of my own.
"Ah! I never said that I work for anyone, just that I work with them, now, what are your people called? Are you a type of forest Elf?"
Mental Instability Roll: (4)
(6)
"I am a elf, yes." The prisoner seems to mumble something beneath her breath, It is hardly audible, but you manage to hear a bit.
"My people... Overlord..."Bellow out for my troops once more,meanwhile start loading whatever valuables are in the village onto the airship.
((You should probably list the airship as one of my assets.
(3) You call again into the sky for them. While hardly your most impressive bellow, you do eventually see in the distance your troops slowly making there way to the village. You decide to tally up what you got through this venture. (5) All and all, you manage to salvage quite an amazing haul for a village, (3/0 Resources), and you also got the (unfortunately damaged by your earlier attack) airship. You troops begin loading the resources on the vessel. (Obtained Asset: Damaged Airship)
Give illusory buffs to Garland and Chad, making them look like I've transformed them into demonic shadow creatures.
The ice imps are to continue freezing enemy shields.
Chad is to lead my forces on a charge through enemy lines, creating enough of an opening for Masasit's foxes to get through and chase down any runners.
Finish the weaklings
Unlucky Roll: (2), Unlucky Activates!
(6-1+1) You make a mighty illusion, causing both Garland and Chad appear to be some sort of massive demonic shadow creatures! Garland, appearing to be some sort of dark giant, and Chad, which for the most part is just a larger version of himself, both proceed to attempt to terrify the enemy! (Enemy Morale Roll: 1-1, Critical Failure!) The enemy, so utter terrified at the image in front of them, all immediately attempt to retreat!
(3 vs. 1) The Ice Imps, sensing opportunity, freeze as much of the enemy as they can, stopping quite a few dead it their tracks! (6 vs. 6-1) (2 vs. 5-1) Chad begins his own charge through the enemy, knocking aside but not actually killing many enemies! They now could theoretically trap the troops which were currently fleeing.
Masasit's foxes proceed to unleash fire(4 vs. 3) (3 vs. 4), though it only serves to melt some disoriented troops out of the freeze.
(6 vs. 4-1)(5 vs. 3-1) Garland quickly gets another slash in at the fleeing force. (13FHP-3= 10, all fleeing, 2FHP soon to escape)
This turn took way too long to make, for how simple it was. As always, tell me if there is anything wrong.