Get someone to bring something up to reinforce the gate and make sure the soldiers are ready for the fight of their lives.
[4] Just as the militia returns with bow and arrows you yell at them to go find something to reinforce the gate. [6] You look around, there isn't too much you could do to make the men more ready in a short amount of time. You steel your courage and find yourself ready to face down death itself.
I tend to my leg, and try to remove the enchantment making it bind itself to me.
[2] You attempt to tend to your own leg but you have a difficult time with no tool nearby. [3+2=5 of 5] At least you finally got rid of that enchantment on the bar stool. Evil thing.
I try to help Ochita up, putting his arm over my shoulders. "Come on, we gotta get to Dor'lek! I'm sure he can fix you up," I say. If possible, I'll try to move us towards Dor'lek.
[5] You lift Ochita up carrying the weight of him on your shoulders, He's substantially squishier than he should be, probably thanks to the acid treatment he went through. "Come on let's get you to Dor'lek you say." [6-1=5] Running on pure adrenaline you get Ochita to Dor'lek and implore him for assistance.
Hear Ochita's cries(?) Go help him out by disenchanting the barstool. If I don't hear him, help out Gardios in any way possible.
Seeing Ochita in such rough shape you can't leave without doing anything. [4] [9 health healed] With a few quick words and a prayer Ochita finds his health restored, unfortunately his leg is still broken.
(I'm going to give you a point in Staff Use, congrats on casting many spells using staves
)
Put on the chain-mail under my robe and enchant my staff to fire a recharging fireball(aka is able to be refired every other turn, while being within my realm of skill for damage) that upon hitting an enemy explodes, as opposed to burning them. Then head to the north gate.
[3] You manage to get the chain mail on, you forget to take your robe off first however. How unfashionable
[8+3=11 out of 6] You enchant your staff to allow you to cast a basic fireball spell. (Fireball: Can be cast every other turn, 4+1d6 damage) It took more time than you thought it would, but it was worth it!
Continue slicing and dicing my way through zombies, trying to find who's controlling them.
[6] There are no more zombies to slice through. It's fairly obvious however, the zombies are being controlled by the demonic cultists down by the North Gate summoning legions upon legions of demons to try and tear apart the city.
"Go help the guards, I can hold here long enough until the guards arrive to help hold off the demonic onslaught. Go now!" Gardios yells pulling several grenades out of his coat and tossing them at the demons approaching and then taking a quick shot at one of the cultists around the portal.
[6+5=11 Tech Use] [5+5+3 damage (grenades do a damage of (Tech Use total roll divided by 5) with 1d6 rolled for each integer over (rounded up)) With a quick toss of his a few of his grenades 13 of the demons fall down and begin to melt into the air. [1] Whipping his pistol out he tries to get a quick shot off at the cultists but he doesn't have enough time to aim in properly so it misses by a large measure.
Enemy TurnsZombie Army: [1+1] The zombies fail to make any progress towards breaking the gate down
Legion Demon Horde: [2] The demons begin trying to move towards Gardios but the corpses of their fallen compatriots get in their way and they can't get close enough to him to attack.
Enemy StatusZombie Army:
Health: 301-11=290 Health
Legion Demon Horde
Health: 2
Status Changes:
Health: 12 of 16
Mana: 1 of 2
Location: North Gate
Status: Broken Leg (-1 to movement rolls)
Health: 20 of 24
Mana: 3 of 7
Location: North Gate
Health: 16 of 16
Mana: 3 out of 3
Location: South Gate
Health: 26 out of 26
Location: North Gate
Health: 14 out of 14
Mana: 4 out of 10
Location: North Gate
Health: 12 out of 12
Mana: 2 out of 10
Location: Market
Status of Zaludthur
Temple: Evacuated
Town Hall: Evacuated
Civilians Alive: 514 (5 dead, 31 undead)
Houses Intact: 62/64
Graveyard: *safe*
North Gate: Gardios's Failures 1/10
Demon Gate: Legion Demons to come through next turn: 15
In case you're wondering, the siege will end pretty much on turn 46 when the Zealot Representative arrives with his knights, maybe earlier if you guys try to signal him.
I think this siege will be easier to conduct now that it's just 2 massive enemies rather than a bunch of little ones. Do you guys like that better or the bunches of little enemies?