Throw the guy I have grappled into the other guys.
"Of course they leave their friend behind."
Ahrian rushes to the dying lizard, readying healing magic to attempt an emergency last-second save of the poor moron.
if he somehow wakes up:
"Shh, stay down."
Her intent is to let him leave once the fighting is over and his life is no longer in danger.
Take the lizard's axe, and stand over him while Ahrian treats him. Ensure he doesn't get back up and resume fighting, but don't be too stabby.
He doesn't get his axe back.
Gnwbimbar tosses a banana peel onto the ground in front of the ones that are running away.
Terinas waits for one of the opponents to attack. She doesn't want to fight more than she needs to.
(5+1vs3-1)(4)(8vs11+2)
Noodles tosses the spare human away with a flourish. Unfortunately, nobody else is hit and the human simply skids to the floor, moderately injured.
(6+2 vs NA)
Ahrian rushes through the crowd and kneels in the pool of green blood, raising more magic and trying to get a handle on the condition of the fallen lizard.
The lizard is already dead. Crashed due to rapid loss of blood pressure, leading to cardiac failure. Enough missing volume to kill that way, even if the shock didn't. The stab wound goes completely through, destroyed a kidney, cut through several other organs, perforated the intestines, and clipped the spine. And that's not counting the previous leg wound. When Xin stabs things they get really quite hurt.
No, Xin sees no need for a finishing blow.
The rest of them, even the injured Chin, leave in a hurry. The boar slips on a stray banana peel, adding insult to injury to insult. They've had enough fighting and one of them is dead.
The brawl continues for some time, so the party heads outside where it's quieter, looking at the ribbon in the sky and enjoying a round of drinks, served up by the incredibly nonchalant bartender. Xin still holds the giant axe. The undead warrior could use it, but it isn't better than his sword and dagger. The air is quiet and just breezy enough to muffle the sounds from inside in the lamplit evening, with twilight slowly fading as the shades descend over the sun.
This inn is close to the edge. It's likely the last time any of you will see this land, the many species, the challenges for the quest, the families, the ordinary farming and drinking and fighting, the merchants, the towns, the villages.. maybe even the forests and the lakes, although the sky ribbon shows that there are many places where those can be seen in advance.
(8 vs 1+2 -> 8)
Noodles is the only one who got badly hurt in the fight. Well, as badly as a mass of vaguely squid-shaped tentacles can be, having lost a few tentacles and seemingly suffered no lasting harm from it. Ahrian is assured they will regrow with time, although they do not seem to be progressing well at the moment. She'll keep an eye on the injury in the days to come.
At around midday, you arrive at the barrier between lands. In this case, it is simply a 'relatively small' earthen berm, about fifteen meters high. Small compared to the scale of the world, of course, but a clear and obvious barrier. The sides are covered in dirt, but they remain clear of grass, trees, and other bushes by an unknown process. Nobody wants to live too close to the berm, of course, just to be sure.
Atop it is a full hundred meters of open ground, with a steady wind coming from behind. You've been told that this wind is always that way here.. always blowing into the Land of the Crate, never from said land. And on top of the ground is the namesake. Hundreds of well-built, tightly made wooden crates, spaced evenly along the entire barrier, as far as you can see. They vary in size, from ones about gnome-sized to ones the size of small houses, and each one is placed with geometric perfection an equal distance apart, as if each one is in the center of a grid square.
Ahead is more forest, hills, and open ground. Unsurprisingly, you can see dots all along the open ground. More crates, each presumably placed with similar geometric perfection, although with perhaps more distance between each one.
Description: A small, white-haired girl with amber eyes and nine white fox tails and a pair of fox ears on her head. She wears a simple tan shirt and a brown skirt, a leather sword-belt across her waist with a simple shortsword in a plain brown scabbard in it. She's wearing a mid-size backpack on her back, stuffed with a collection of first aid equipment, and on her feet are a pair of simple leather boots.
Talents: Flame magic, (+2 to attempts to create and manipulate fire), Healing, (+2 to party recovery rolls, +2 to diagnostics, +2 to pharmacology, and +2 to healing magic. Note that using healing magic in combat is very much not safe. Space/Gravity magic. +2 to attempts to manipulate mass, +2 to short-distance translocation. Can be used defensively.)
Bonuses:
Magic manipulator, (+3 to resist consequences from miscasting, +1 when applied to others), Magical font, (May apply magical power to external objects, +2 to attempts to resist magic suppression or draining), Pathfinding Boots, (+2 to saves against traps)
Wounds: 0/3
Defenses: 7/7, +2 to dodge
Weapons: Shortsword.
Desc: A large humanoid grizzly bear with paws that can function similarily to a human one.
Talents: Dodging, (+3 to dodge attacks), Stabbing, (+3 to stabbing), Writing, (+3 to writing.)
Bonuses: Arthal Arts, (Further +1 to combat and dodging. Wounds hinder combat performance more than normal), Huge (+3 to defenses, -1 to dodging, -1 to stealth), Shaggy Fur (+2 to swimming, +2 to resistance to heat and cold.)
Wounds: 0/3
Defenses: 10/10, +3 to dodge
Weapons: Spear, +4 combat
Description: a 2 foot tall gnome wearing a brown tunic and tan pants
Talents: Stealth. (+3 to stealth). Mischief. (+2 to deception and pranks. Increases to +3 when the victim does not know about Gnwbimbir. Cannot be used to directly cause injury.) Gnoming. (+1 to jokes and storytelling. +1 to tinkering and crafting. +1 to foraging. +1 to any action which furthers revenge. +1 to digging and mining.)
Bonuses: Advanced Gnome (One aspect of gnoming will operate at +3. This selection may change each land. Currently jokes and storytelling.) Little. (Further +1 to stealth). Magic Pants. (+1 to defenses, +2 to resistance against earth and water-based attacks or hazards.)
Wounds: 0/3
Defenses: 8/8
Weapons: Envenomed Conical Gnome Hat.
Description: A tall but thin male human, clad in a mixture of light plating, chain, and leather, all dyed a dull dark gray. While servicable and decently effective, the armor is clearly ancient, with innumerable dents, scratches, and frayed edges. An old ribbon of bright blue cloth once hung from the tip of the pointed helmet, but is now little more than short rags; a once-magnificent cape is in a similar state, whatever heraldry it held now forgotten and unrecognizable.
Talents: Berzerker, (+1 to combat, increases each round Xin fails to harm a target.) Mobility/Dodging. (+2 to mobility and dodge rolls.) Psychometery. May make magical rolls to get histories of items and locations. (-1 normally, +2 per retry, +3 if an area/item is related to Death.)
Bonuses: Greatsword Backstab. (First hit in any combat will deal double damage). Unnatural Vigor, (+2 to defenses), Sign of Darkness. (Can be used to escape any trap or bond, at the cost of an automatic wound.)
Wounds: 0/3
Defenses: 9/9, +2 to dodge
Weapons: Farron greatsword and dagger.
Description A fancy purple horse-sized kraken, wearing many sets of bangles and necklaces.
Talents: Grappling. (+1 to grappling. Applies a penalty to opposing mobility and combat rolls, if successful.) Climbing. (+3 to mobility rolls involving climbing.) Jewelling (+3 to making jewelery or cutting gems.)
Bonuses:
Constriction. (+1 to damage applied to grappled targets) Aquatic (Fully capable underwater as above), Bangle of Health. (+1 maximum wounds.)
Wounds 1/4 (No combat effects at this time.) 8 difficulty wound, +2 for medical care, +0 from retries.
Defenses 7/7
Weapons: Trident, +1 to combat.
You have three mules with you acting as pack animals. As long as they are alive and present, there is no need to worry about food and water.
-Lizardman's Greataxe
Usable by Xin and Terinas. Not a stabbing weapon, unfortunately.