The dice demands blood!
Turn 25I enchant nuker's armor to deflect incoming missiles and blows.
| You point in the direction of Nuker and just think: "Enchant for dodge!" You succeed in enchanting all the items Nuker is wearing at once, including every coin in his pockets, removing the enchantment of his underwear in the process as well as giving his warhammer a penalty of +1 dodge in favor of the enemy! You successfully enchant all other armor parts with a +1 bonus to dodge rolls. Unfortunately, identical enchantments do not stack effects. You are now a Master Enchanter though and thus you will never repeat this kind of error. (Master Enchanter: +1 on roll and Overshoot protection(tm))
I try to break the a hammerite priest's neck with my telekinetic power
| You try to snap the neck of the priest that gave the order last turn. But you are unsuccessful in activating your telekinetic powers. You are disappointed and instead ready your battleaxe to sever his spinal cord with more traditional methods.
I bar the doors and try to make the room dark (Not completely dark, but not well-luminated).
| You sneak inside the cathedral, but for once, this room is far too big to obfuscate it with your shadow manipulation ability whole and also, you do not find anything suitable to block the door with. Actually, that was not a bad idea, but all you can possibly use to that purpose are the very heavy pews, some not even slightly less heavy stone statues or the ornated steel candle holders, which also look very heavy.
learn control undead and use it
| The Zombie stares at you and you stare back, unable to grasp the basic principle of undead control. (Giving it a normal, verbal order will work well though and not hinder you in doing a combat action yourself. Whether the zombie obeys or not depends on his roll)
I attempt to cast the spell that causes rust on the hammerites weapons & armor
| You try it, but you cannot reproduce the armor degrading effect again.
Climb up to the eye and begin dismantling its restraints.
| With one swift motion, you jump on the altar, kick away the chalice and climb onto the reliquary, using the ornaments as grip until you stand on top. Your position is rather unstable as the whole thing began swinging as you jumped onto it. You try to pry the chains loose with your dagger, but as soon as you scratch the reliquary with considerable force, it glows bright purple for a second and emits a deafening *GOOOOOOOONG* like the bell of a church.
| You are totally surprised and promptly lose your balance and fall right off.
| You land uncomfortably on the stone altar,
| impaling yourself on one of the ornated, metal candlesticks,
| which now runs completely through your left leg. You remain completely still and expect a rush of pain, but it seems, your brain has not yet registered your injury.
Remaing unaware of the bow man, continue my speach of "IT IS TIME TO FIGHT FOR FREEDOM! IT IS TIME TO KILL THE OPPRESSING PEOPLE! IT IS TIME..... TO TAKE A STAND!". I then order my fellow helpers to baricade the streets, burn all things evil and owned by the hammerites and to kill the the hammerites coming towards us.
| You continue your speech and insist on taking a stand against the attackers here and now. You are not finished with your speech as an arrow flies straigt at you,
| hitting you in your raised left arm and almost pushing you off balance.
| The second arrow misses you by a few inches and disappears into the darkness of the street.
Attempt tp grow a small ssupply of projectile spines, use both my regens on this, if i am succesful shoot them at the bowmen, otherwise hit and run the bowmen with my hidden spines
||| You realize that now is not the right time to meditate over your body augmentations and instead jump into action. You tackle one of the bowmen with your whole body mass, throw him on the ground and successfully poison him. You become a priority target.
===
NPCs:
Zombie: [Auto 2] It just stands there and will stay immobile forever, until maxicaxi gives some orders or it just rots away, whichever happens first.
Priest2: [4] He pulls out his wand and casts a fireball at the crowd. He also orders the paladins to attack the mob.
Angry mob: [2] They are not yet responding towards the approaching Hammerites in a hostile way, because they are still paralyzed by nuker's demagogig skills. Only after he is hit by an arrow, they turn their attention away from him. [dodge a fireball: 6] However, one peasant sees the fireball in time and quickly topples a stack of crates right in its path. The fireball dissipates and sets one crate on fire.
Priest1: [1] The priest is shortly stunned by a sudden dryness of his throat and coughs. He does not attack right now.
Paladin 1: [2] Paladin 1 stays with the priests and protects them from incoming harm.
Paladin 2: [3, mob: 6] Paladin 2 charges forward, but is stopped by both the barricade and a peasant holding a pitchfork over it. The peasant then jumps over the barricade and starts fighting one on one.
Paladin 3: [1] Paladin 3 did not hear the order and stays where he is.
Paladin 4: [4, mob: 6] Paladin 4 also charges forward and right into the crowd, where he is faced by two more peasants, both of which are unarmed but attack anyway with bare fists.
The bowmen actually shoot at the start of this turn as a completion of last turn, but using this turns roll as aimroll. Therefore they don't attack again.
Bowman 1: [5] He follows the order and shoots at nuker.
Bowman 2: [6] He follows the order and shoots his arrow, too. He then readies another arrow right away for the next shot, but is tackled by wolfchild and poisoned. The poison will reduce his roll by n points after n rounds and after round 5 he dies.
===
Environment:
A fire in the armory: [5] The fire burns wildly and spreads through the armory, setting more crates and storage shelves on fire. Nobody took notice yet.
=====
Status after Turn:
Location: Main street, standing upright at the edge of the crowd.
Health: cuts all over upper body
Possessions: Generic underwear, grey pinstripe suit pants, torn dark blue shirt, metal bracket (held), >>Iron ball mace<< (held)
Skills: Master item enchanter
Location: Main street, standing upright at the edge of the crowd.
Health: uninjured
Possessions: Generic underwear, brown leather pants, 2 bombs (held), <<*Steel Battleaxe*>> (held), 15 gold and 34 silver coins
Skills: Skilled Climber, basic telekinesis, novice demoman
Abilities: King of Nowhere, magic light (on)
Location: inside Cathedral, standing upright, in shadows
Health: uninjured
Possessions: Generic underwear, hessian pants, red shirt, steel warhammer (held)
Skills: Basic shadow manipulation
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants, steel warhammer (held)
Skills: Basic Telepathy
Abilities: Summon void blades (off)
Location: Main street, standing upright at the edge of the crowd.
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, named lead lockpick, iron knife, steel chainmail, rusty gloves, greaves & boots, polished shortsword (held)
Skills:novice Dreamwalker, advanced TK healing
Location: inside Cathedral, lying on the altar
Health: candlestick in left upper leg
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>> (held), 40 silver coins
Skills: Roundhousekick (granted by items), basic sneaking
Location: Main street, standing upright on a crate (that means -1 dodge)
Health: arrow in left arm
Possessions: Generic underwear, scottish kilt of avoidance, 2 silver and 5 copper coins, steel chainmail, gloves, greaves & boots
Skills: Skilled Breakdancer, Skilled TK healer
Location: Main street, standing upright at the edge of the crowd.
Health: uninjured
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration, reinforced ribcage, tail, long legs, fur, a head full of eyeballs, heavy bones
=====
Environment: A medieval steampunk city. It is night. The streetlights do not illuminate
anything anymore, many doorways and alleys remain unlit, only lightsource are torches, the cathedral compound and the stars. (-1 sight)
Free items:
Near weapon shop: Glass shards
Near ruined building: two halves of a warhammer, various debris
Inside the cathedral: A chalice and two candlesticks (on the altar, behind the altar and inside Frelock's leg)
Bodies:
4 paladins either dead or unconscious in general vicinity of the weapon shop (2 stripped to underwear)
Nimitz at the cathedral entrance
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.
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, the top half of another warhammer, one dead hammerite paladin and 3 unconscious ones. The front window is broken.
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. It is surrounded by a wall (some crates stacked against from the outside) and accompanied by a cemetery and various other buildings that are part of a larger complex.
Cathedral inside: The reliquary is suspended in the air by two chains and flanked by two giant, menacing statues, each raising a hammer.
Armory: The armory connects the cemetery and the cathedral, a fire burns there.
Cathedral street: This street lies parallel to the main street and leads to the cathedral, too. One hammerite paladin patrols there somewhere.
Alchemy store: This shop is accompanied by a small, walled off herbal garden. It lies exactly between the main street and Cathedral street.
Hammerite generator building: A building only 1 story high but with walls of steel. Wrecked on the inside, door and barred window are lying on the street. The outside is intact except for some scorchmarks where the window used to be.
=====
Background: [4] There is now a significant amount of smoke coming from the side building that houses the armory, however, in the darkness of the night, none of the hamerites has noticed it yet.
=====
I think it might be helpful to recap the lore for a second:
The eye is some sort of gemstone, probably cursed, that knows levitation and has the unnerving habit of teleporting itself at will and was thus encased in a reliquary and magically warded by the hammerite priesthood right over the high altar of the cathedral.
=====
I'll simplify melee combat between NPCs to simply comparing rolls. That angry mob is not infinitely big though, two or three frenzied hammerites can down most of them in under 3 turns, so either help them out or sneak away from this fight and pursue the main goal. The Hammerites won't be too happy that someone violated their reliquary and will start swarming the cathedral in 3 turns at most, unless someone does something about it.
Congratulations go to Toaster, who is the first to bring a skill to master level (yep, that is right, you need an overshoot to gain overshoot protection and yep, enchanting something a second time cancels all enchantments and enchantments of the same type do not stack)