Hide the crystal in my clothes and then take out both pistols and headshot one of the necromancers.
[6] You take the crystal and somehow wedge it in your pants pocket, and while unseemly, it will work well enough for the moment. [auto-critical-hit] Taking out your pistol you stick it to the head of one of the Goblin Necromancers and pull the trigger [(1+2)x2 = 6 damage] He falls over, never knowing what hit him.
Get up, slice and dice the necromancer that was successful this turn, then righteous fury same necromancer if alive, or other necromancer if dead
[1] You attempt to get up but dead goblins are just so comfortable... you feel like taking a nap...[5] You decide battle is not the time or place for napping on dead goblins and get up and turn to face the Necromancer. You don't have time to actually get over him but you decide to Righteous Fury him. [6] You charge up and release the divine powers towards him, but the goblin deftly gets out of the way. [+1 to Goblin Necromancer A's next attack]
I'll shoot zombie two in the head; it seems like an easy target, standing around like that.
[4] [4+2+1 = 7 damage] You take aim at the Second Mob of Goblins with your rifle and shoot through them. You see about 3 of the 10 drop, [4, luck roll] However the rest have all decided to rush for you now.
Continue following the hunter with haste.
[6] You decide to stick up for Havor'e and Havor'e has no joined the Demon Hunter's Party. You speed up and manage to keep pace with the Demon Hunter. You arrive at an unassuming looking house, probably about 600 feet
2 (about 56 meters
2) You look to the Demon Hunter as he looks around for Khan. Figures, lazy mages with their heads up in the clouds. [4, observation roll] You look back to the house, specifically the windows, nobody seems to be looking out through them so you should at least still have surprise on your side. Inside you see nothing that looks out of the normal, all of their activities must take place underground as the Demon Hunter theorized.
While we are walking design a variety of the earth skin spell that causes a small block of stone to appear in-front of the caster's hand (much like a book sized shield), and enchant it into the staff, so the staff can summon the block to stop arrows/spells/bullets/swords ect. Unless this would suffer a penality to being enchanted while moving in which case:
Discuss tactics with the hunter and attempt to devise a feasible plan of attack.
[3] You think about what kind of enchantments you would like to add to your newly acquired staff. ((Enchantments don't have to be based off of any spell you know, nor does basing it off of any spell you know cause any bonus to be added unless you enchanting something to passively always have that spell active on the holder.)) You would like to create an enchantment to stop projectiles of any kind, however you think it's a bit beyond your current abilities (DC of 15) While thinking about the enchantments you accidentally fell behind the Demon Hunter. [2] You've lost sight of him and can't seem to find him again. Shoot, this isn't going to end well. [5] Suddenly you feel a hand on your shoulder dragging you with him. Looking at it you recognize it as the Demon Hunter, he does not look amused.
Follow Demon Hunter
[5] You successfully follow the Demon Hunter and arrive at the location. He appears to be looking for Khan who got himself lost somehow.
Enemy TurnsGoblin Shaman: *dead*
Goblin Necromancer A: [5] The Goblin glows with a menacing purple glow as he puts his hand to the cave floor. Several skeletal hands begin to form all around the room. It total it looks like 10 skeletons were summoned, each with one health.
Goblin Necromancer B: *dead*
Goblin Zombie Mob A: [4-1] picking up speed the Zombie Mob surrounds Frelock and begins tearing at his armor and biting him. [2 (miss)] [3 (light hit)] [3 (light hit)] [(5-3)/2 = 1 damage] [(2-3)/2 = no damage] While one zombie manages to scratch your face the rest claw and bite uselessly against your armor.
Goblin Zombie Mob B: [2-1] The Zombies slowly shuffle towards Malgun. Silly slow Zombies.
Enemy Status:Goblin Shaman: *dead*
Goblin Necromancer A:
Health: 5
Mana: 2
Goblin Necromancer B: *dead*
Goblin Zombie Mob A:
Health: 25
Goblin Zombie Mob B:
Health: 18
Goblin Skeletal Mob A:
Health: 10
Status Changes:
Health: 7 of 7
Mana: 8 of 9
Location: Outside of an unassuming house
Health: 8 of 10
Mana: 2 of 3
Location: Goblin Cave Room 2
Health: 5 of 8
Mana: 3 out of 3
Location: Goblin Cave Room 2
Health: 11 out of 11
Location: Goblin Cave Room 2
Health: 7 out of 7
Mana: 10 out of 10
Location: Outside of an unassuming house
Health: 6 out of 6
Mana: 10 out of 10
Location: Outside of an unassuming house
NPC's
Health: 25 of 25
Mana: 15 of 15