The combat got somewhat bugged this turn... EVERY attack is a full hit, but rolls for damage are all a 6
Turn 16Will myself to be able to ignore pain. Sneak over toward the action.
| Concentrating on the pain only makes it worse. You have to sit down to take proper care of your ankle.
I get out of the store, before i open the house-door, I switch off my magic light. I climb over the ornated iron gate and search a good hideout for 2 metal cans. I try to stay in shadows
| You exit the store, unfinished bombs in hand. You turn of your light generation ability, but do not proceed to climb the door. Instead you contemplate your options: Either finish the bombs now, which makes them more transportable but also a severe security risk, if you are attacked with fire... or leave the cans open but then you could spill the contents. Hiding them is also an option, but you have to make sure, nobody else finds them before you get back to them. Decisions decisions...
Drag nuker w to the shadows and try some healing magic, as I doubt any normal medicine will help right at this instant.
| You try to drag nuker to the shadows, but he is just too heavy for you to move.
| In hindsight, grabbing him by his legs does not seem to be that bright of an idea now, because his bleeding started again. Healing magic might work, but you have no Idea, where to start. You are also distracted by the ongoing fighting.
use telekinesis to make myself faster and stronger
| You try to use telekinesis. But you can't come up with an idea to apply this power, so it benefits you directly instead of just applying force to a random object.
Heal him again
| And again, you fail miserably.
| You panic for a second, but at least you did not worsen nuker's condition.
[AI: 1-3] Get up and look around
| You get up again and look for the best opportunity to kill yourself. You can't find anything immeditely life-threatening, because the two remaining paladins are still fighting other members of your party. So you run along the main street, towards the cathedral and the two guards at its front entrance.
Stop paladin #5 from escaping with a ROUNDHOUSE KICK!
| You hear Paladin #5 running in your direction. You turn to intercept him with your foot, but your aim is a little off.
| However, the paladin runs almost straigt into your raised foot
| but does manage to stop at the last second and not suffer any impact damage.
| Also he keeps his weapon or what is left of it. He is very angry now and starts to beat you with the shaft of his hammer.
try to wake up again and call for help whilst trying to stop the bleeding.
| You remain unconscious,
| suspended in darkness that surrounds you and thretens to choke you.
Ok fine, i dont get up, i grab a hammerite's legs with my legs and attempt to pull them out from him, prefably so his head hits the ground so hard he dies
| You try to grab one of the hammerite's legs with your legs, but he is quicker and evades your grasp easily.
===
NPC actions:
unconscious and probably a broken nose
[3]sHe stands up and takes another swing at wolfchild, who is still on the ground and [dodge: 1] fails to move away in time. [damage: 6]However, the blow just glances off his thick fur.
Dead as a doornail, his corpse lying in a puddle of blood
[2] You don't know where he is and what he is doing
[3] He attacks Frelock, who is standing right in front of him. [dodge: 1] He hits him with the metal stick that once was his trusty warhammer, [damage: 6] but does not deal any damage with it.
=====
Status after Turn:
Location: Main street, near clothing shop, hiding in shadows, sitting on the ground
Health: sprained ankle, pain
Possessions: Generic underwear, grey pinstripe suit pants, dark blue shirt, metal bracket
Abilities: Enchant item
Location: Alchemy store garden, standing upright, in shadows
Health: uninjured
Possessions: Generic underwear, brown leather pants, 3 cans filled with gunpowder, 3 lids, 3 fuses
Abilities: King of Nowhere, Climbing, Basic telekinesis, magic light generation
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, hessian pants, red shirt
Abilities: Shadow manipulation
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Abilities: Basic Telepathy, Summon void blades
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, crude lead lockpick, iron knife, steel warhammer
Abilities:Dreamwalker, TK healing
Location: Main street, standing upright
Health: uninjured, terminal inactivity disease (x4)
Possessions: Generic underwear, worn desert camouflage pants
Abilities: Healing Touch
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>>, 40 silver coins
Abilities: Roundhouse kick, sneaking
Location: Main street, near weapon shop, on the ground
Health: Bruises on chest, mangled leg, pain, bleeding, unconscious
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Abilities: Breakdancing + 1, TK healing
Location: Main street, near weapon shop, on the ground
Health: scratches and bruises on chest and legs
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration , reinforced ribcage, long rat tail, long legs, fur, ears of a rat
=====
Environment: A medieval steampunk city. It is night. The streetlights do not illuminate the streets completely, many doorways and alleys remain unlit.
World rules:
+2 to sneaking. (can be negated by type of surface)
+2 to hiding. (can be negated by lightsources)
+2 to attacks when the victim is unaware of your presence.
Fumbling a cooperation action will never cause both participants to be spotted.
=====
Locations:
Side street: A small street branching out from the main street. The walls of the neighboring houses are made from rough stone, reinforced by steel girders. Your exit is here.
Main street: A market street, devoid of people but crowded with crates and wagons. There are several shops here: An armor shop, a clothing store, a bakery, an alchemy store, a weapon store and possibly more. 4 Hammerites patrol along the street.
Clothes shop: This two story building contains a shop selling high quality clothing. The inside is unlit. The side window on the ground floor is open.
Weapon shop: This two story building houses a weapon shop. There is an open window on the backside, 1st floor. A pile of shirts is nearby as well as, a free steel warhammer, the top half of another warhammer, one dead hammerite paladin, an unconscious one and two alive ones.
Guardhouse: A small office for the city watch. Contains a cell and two beds for the guards.
Tavern: A big building right next to the bridge and the guardhouse.
Cathedral: The Hammerite cathedral proudly presents a new relic: A mysterious gemstone called "The Eye". The front gate is watched by 2 hammerite guards, a paladin and a bowman.
Cathedral street: This street lies parallel to the main street and leads to the cathedral, too.
Alchemy store: This shop is accompanied by a small, walled off herbal garden. It lies exactly between the main street and Cathedral street.
Hammerite building: A building only 1 story high but with walls of steel. Humming noise coming from inside.
=====
Background: [1] You fail to recognize anything new about your surroundings.