(YEY, DOUBLE POST and I'm winning at SC2 as well, today is a good day. Also posts have been rearranged in order for it to make the most sense possible.)
It looks like there's materials to make a minor trap. I gather some and move to the entrance to make a simple one; it should be effective against goblins, since they're not very smart. I'll also warn my allies so they don't stumble into it.
[8+4+1=13 out of 8] You set to work on your trap at the door way. As you're making the trap, you make an effort to use light materials so that you could move it if you had to. You also added in an automatic reset switch to the trap so that it can be used multiple times (once per turn). Also, once the trip wire is broken, you made a small hand-held device that could launch the spikes again manually. You warn your compatriots about setting off the trip wire and they seem to be listening. Can't do more than that.
Inventory: 1 Spike Launcher Trap (uses trip-wires or manual controls, 3 attacks, 1d6 damage per attack (if hit) can be moved at a penalty to in-combat movement. Weighs 45 lbs. Description: A box that when set-up properly can deploy a spike launcher trap. The lid opens to a maximum of 20 degrees, and is operated with modified springs for a power source.) Uses: 10/10
Enter the room, charge goblin Shaman with a swing at his neck; righteous fury him if he isn't dead afterwords.
[3] You charge into the room, deftly avoiding the trip wire shouting taunts at the goblins sitting in the center of the room. They, [2] are too startled to even get up as you run towards them sword raised high. [1] You try to hit the goblin shaman with your sword but end up tripping over him and landing on top of him instead. [6] You feel his bones crack underneath you, silly squishy mage-types. [4 damage] Just to make sure he's dead you elect to righteous fury him. [5] You place your hand at his throat and let soar the divine energy. [8 damage] [2] You try to get back up and face the enemies but can't manage to do it, -1 to defense.
I also need your official spell list.
While Frelock causes a distraction I will try to slip into the room and make a grab for the crystal.
[4] You slip into the room unnoticed by everyone thanks to the giant mockery Frelock made of himself when he fell on the goblin shaman. Using the necromancers surprise to your advantage you decide to pocket the crystal and see if you can't figure out what it does. [5 vs. 4-1(distracted)] You grab the crystal unnoticed by the goblins. It's a little large, and bright, you should probably hide this thing before they see you have it.
"You have a deal, hand me a shirt and I'll get to work" Take the shirt the demon hunter hands me, and enchant it with the defib enchantment, then have a drink to restore my mana, and hand the shirt back to him. "Ok so that should bring you back from the dead, though it needs to be recharged after usage, I'm ready to head out as soon as possible, I have my sword to fight with while my mana comes back."
[2+2+1(Having done the same enchantment before)=5 out of 5] You take a shirt handed to you by the Demon Hunter and cast your heart shocking enchantment on it. The Demon Hunter takes the shirt and inspects it, apparently pleased he hands you the staff. "Excuse me while I go put this on underneath all of my armor." he says while he lets himself into the seperate bedroom. [6] You drink some of the water in the room and it fully refills your mana yet again. He comes back out before long, with the shirt hidden beneath his cloak and chain mail.
"Well then, seeing as you want to be heading this operation, do you think we should try and recruit a few more into our team or do you think we can fare well with the three of us? Time is of the essence as innocents will continue to die until we vanquish this demon."
[5] You ask the Demon Hunter about gathering more people and he says "I'd feel more comfortable with another, but time grows short. We'll have to make do and improvise when we get to the lair. You and Khan follow him out into the streets where despite all the gear he is carrying he manages to move both more swiftly and more quietly than you do.
Need your spell list btw.
Find the others
[6] You begin to look around town for the other people you came here with when you spot Khan and Dor'lek following a strangely dressed man. You decide to follow them. "Hey wait up, what are you guys doing?" You say. The strangely dressed man whirls around and points a pistol in your direction. He then asks Dor'lek and Khan "You know him?"
Enemy TurnsGoblin Shaman: *dies from Frelock's bulk*
Necromancer A: [6] Getting over his surprise he stands up and cast a necrotic bolt towards Frelock [4] With Frelock laying down like that it makes an easy target and the bolt hits him directly on the ass, [2-1(resistance)=1 damage] it's not terribly effective however. Annoyed The Goblin orders Zombie Mob A to attack Frelock.
Goblin Zombie Mob A: [2-1] They slowly shuffle towards Frelock. Slowly. . . Slooooowly. . . SLLOOOOOOOOOWWWLY.
Necromancer B: [3] Stands up still fairly surprised and fails to do anything other than stare at Frelock some more, angrily.
Goblin Zombie Mob B: [auto-success] They stand around, smelling bad, waiting for orders from either of the two Necromancers.
Enemy StatusGoblin Shaman: *dead*
Necromancer A:
Health: 5
Mana: 7
Necromancer B:
Health: 5
Mana: 8
Goblin Zombie Mob A:
Health: 25
Goblin Zombie Mob B:
Health: 25
Status Changes:
Health: 7 out of 7
Mana: 7 out of 9
Location: With Demon Hunter's Party
Health: 9 out of 10
Mana: 2 out of 3
Location: On top of squished Goblin Shaman. In Goblin Cave Room #2
Health: 5 out of 8
Mana: 3 out of 3
Location: In Goblin Cave Room #2, center.
Health: 11 out of 11
Location: Outside of Goblin Cave Room #2
Inventory: 1 Spike Launcher Trap (uses trip-wires or manual controls, 3 attacks, 1d6 damage per attack (if hit) can be moved at a penalty to in-combat movement. Weighs 45 lbs. Description: A box that when set-up properly can deploy a spike launcher trap. The lid opens to a maximum of 20 degrees, and is operated with modified springs for a power source.) Uses: 10/10
Health: 7 out of 7
Mana: 10 out of 10
Location: With Demon Hunter Party
Health: 6 out of 6
Mana: 10 out of 10
Location: With Demon Hunter Party
Inventory:
Replica of Sareesa's Staff (it is made of strong Mahogany wood with a blue crystal held at the top between the wings of an engraved angel, can hold 3 enchantments)
NPC's
@kilakan, Trust me, you want him alive. You don't want to face that demon without a good damage soak.