I need to keep reminding my self that you guys are human,well...most of you guys.
Turn 14 wave 1
I drink a healing potion. Seriously.
[6] "To hell with my own creation and the rules!" You take out a healing potion from your robe and chug it down in one go. The hole in your hand fills in and you reflex your hand. Your feeling quite well and relaxed...maybe too relaxed...you REALLY have to take a piss now.
GM:"Hey, I saw that!"
Shoruke:"Shut it!"
GM:"Fine, just this once I'll let it pass."
[2] You can't hold it in and so you relieve over gate walkway but it's blue! Another strange thing is you seem...less buffed.
I'm not still on fire, am I? The statuses say I'm on fire, but my pants are not...
I pick up a random weapon/big stick/rock, and move towards the dark figure with the last visages of my strength, attacking the caster in melee, where he's weakest.
[3] You find a detached giant zombie arm on the ground and decide to use it as a weapon. [2+1] Using the arm as a crutch, you drag you self close enough to see the strange figure more clearly but the dark energy pressure prevents you from going within striking range.
He is wearing very dark violet robe and his skin seems to be as pale as a ghost that seems to chip away. Another strange thing, around his waist, is some tablet with glowing rune symbols.
Uhh...the souls will be fine for now. Really.
Return to body, and cast a group cure spell on my allies who need it. Yell at gatherers to bring up as many healing potions/herbs as possible.
[1] Knowing that the two souls are out of hells vacuum range, you attempt to return to your body. But hell pulls an ace out of it's ass and a hand stretches out towards the nearest soul, which is YOU! [2] It catches you off guard, dragging you through the opened gate.
Inside all you can see is floating fires and red all around, you think you can still see the exit back out of the gate but a demon gets in your way and asks what exactly you are doing; saving souls while releasing your own to do it no-less.
I summon a distraction (giant purple donkey illusion) behind the stranger and pull the oldest trick in the world. That is, LOOK BEHIND YOU!
[1] Knowing the enemy is much stronger than you, even in his weakened state, you really need to gain the upper hand. But when you think of it, something catches your attention...it's some flying horse...and half of it is painted green with some be-headed lady on it with arms of snakes..."Oh, this guy is good..."
[1]With your mind not fully on the task at hand, the enemy necromancer sees the opening and gives it one last push! You are unable to handle the dark energy clash and it smashes into you. [3] It doesn't explode but it sweeps you off the gate, rocketing you mid-air over the town and heading over the lake. While it pushes you to what may be your death, it is starting to burn away your skin and leaving dark marks in it's place.
I help the barbarian, put him on my horse, and send my horse to the willage, and then go there myself
[2+
1] You check the barbarian for any life in him, not much left but enough to still be alive. You struggle getting barbarian onto the horse until the he kneeled down for you to put on his back. You then tell him to go back into town and you will be there shortly. [5]Along your way you notice a familiar weapon on the ground... Frey's steel mace!
Barbarian contemplate his astounding inefficiency at indiscriminate application of gratuitous violence to disproportionate amounts of hostile individuals. (yes, mostly just yell at himself in his mind. Try to get some bonus to concentration in battle, or something)
[1] Inside your mind, your inner self floats aimlessly all around in nothing but darkness...this drives you insane! You panic screaming: where the hell am I and flailing your arms around in an attempt to grab onto something but there is only nothing.
[1] After what seems like hours, a bright tunnel appears and you can see your grandma on the other side along with your father and other people.
Reaction
[6]"MASTER!" The young apprentice runs off, following the big dark energy ball that carries his master.
Reaction
[2] They were terrified at what happened to Rodgers soul and freeze in place.
Something
[1] A minute or two after that last push, the mighty necromancer falls and turns into dust. Then a pitch black apparition appears over the dust and enters the tablet, the runes on it stop glowing.
Background roll:3:The wind blows away the dust that was the necromancer, but the tablet and other things he had on him are still there. Some evil looking comet flying over the town with Errol in it. The archers are not sure exactly what happened to Rodger's body. And the horse carrying barbarian makes it to the village.
Ingame stats: (Turn14 Wave 1)
Condition:Bandaged burn wound on hand, being pushed by a big dark energy ball, skin in contact is slowly being peeled off with dark marks in it's place.
Skills: lvl1 pyromancy, lvl2 necromancy, lvl1 alchemy, lvl1 running
Items: Lots of various herbs, xthick robex (also scorched black), alchemy set, bottle of bubbly sticky goo.
Qualities/Drawbacks:
lvl-3 hygiene,
lvl2 hermitDescription: More than a bit unhinged, he constantly advises to "Fight fire with fire". He thinks washing makes your body dissolve slowly and changes his clothes once a year. As a result, he avoids civilization. Of course, this may also be because of his... morbid hobbies. He's also very funny, in the anvil-on-head sort of way, and because of his more or less witty one-liners.
Condition:
barely standing, alot of pain,missing tooth, back is badly scorched with dark pulsing patches on it.
Skills: lvl1 1hWeaponry, lvl1 armor (medium), lvl1 agile. lvl5 builder, lvl1 mighty leap, lvl1 mighty spin
Qualities/Drawbacks:
lvl1 honoritems: iron chain armor, XXleather leggingsXX.
Description: Frey could best be described as a resident of Valhalla. When he's not drinking, eating, or partying in general, he's fighting. He does have a light code of honor, which mainly consists of never acting cowardly, being the first to charge and the last to retreat, and never breaking an oath. While he doesn't mind being covered in sweat and blood, he often tries to keep clean if possible. When not in battle, he's a jolly sort of fellow to his friends, and a powder keg of trouble to his enemies.
Condition: Dislocated right shoulder, in pain.
Skills: lvl1 1hWeaponry, lvl1 armor (heavy), lvl1 shielduser, lvl1 leadership
Qualities/Drawbacks:
lvl1 Nobility/noble connections,
lvl1 Womanizer,
lvl1 Trusty steedItems: Iron longsword, iron plate, iron leggings, iron buckler
Pets/companion:Trusted Steed horse:condition:Healthy.unmounted
Description: Noble knight, very skilled with the sword through numerous battles and tournaments, also, women find him very attractive, so if there are any NPCs of female gender in the fort this should be noted. Also he has a trusted horse, and would preferably charge in the battle on a horse.
Condition:Healthy.In spirit form.In entrance of hell's gate
Skills:lvl2 DivineHeal, lvl1 DivineProtection, lvl1 2hWeaponry, lvl1 Preaching, lvl2 leadership,
lvl1 spirit formQualities/Drawbacks:
lvl1 Pious,
lvl1 HolyItems: iron claymore(borrowed), leather armor, leather leggings, small statuette of Agrela necklace.
Description: Orphaned as a baby, Roger was brought up by the church of Agrela. He learned a deep respect for all forms of life from a young age, and will not hesitate to do whatever it takes to stop those who would destroy it.
Condition:Badly burnt all over body, in more extreme pain, covered in dark pulsing patches, broken nose, crushed foot, unconscious, critical condition, dying , and worse of all, naked
Skills: lvl1 2hweaponry,lvl1 dodge, lvl1 tumble, lvl1 wrestler, lvl1 GIGA DRILLBREAKER, lvl2 Mighty Swing
Qualities/Drawbacks:
lvl1 Strong will to live,
lvl1 strength illiterate
Items: steel horns that used to be attached to your helmet
Description:Barbarian live in fortress. Zombies attack fortress. Barbarian smash puny zombies. Barbarian WIN!!!
Condition: Perfectly fine.
Skills: lvl1 uniqueweapons, lvl2 alchemy, lvl2 telekinesis
Qualities/Drawbacks:
lvl1 Smart,
lvl1 Quiet,
lvl1 Never-nudeItems:an iron staff with retractable iron blades at each end, thick clothing, 2 healing potions, 2 flammable potions, 3 unknown potions ( each with possibly different effects).
Description: Quiet person, opens his mouth to talk only when he's got something important to say.
39 Recruits:20 potential swordsmen,7 potential bowmen[covered with dark pulsing spots], 6 potential axemen, 6 potential spearmen,
20 engineers:waiting for orders.
10 gatherers:Waiting for orders.
Scout & Co: Floatin around not knowing what to do
Necromancer:ashes.
1/2 any-antidote.
A big orange block of unknown material.
Flamberg sword with runes etched into it
Ztitan leg
Steel mace
Vomit.
A tablet with runes in it.
Dark violet robes.