Health: Fine
Energy: Fine
Sanity: No worse than normal.
Spells:
Siphon, Imbue, Bolt, animate. Rituals:
Rite of binding.
Items:
1 Fine Wand ,
1 Plain Wand,
1 Plain Prepared Staff, 1 Plain Small hammer and chisel,
1 Plain Leather Armor,
1 Fine Sword,
Steel Aoul bastard sword, 1 Plain 3 days rations.
Health: Severely Wounded, Arrow in side, Arrow in leg
Energy: Fine
Sanity: No worse than normal.
Items:
Plain Sword, Lockpicks (3) x2,
Professional attireHealth: Fine
Energy: Fine
Sanity: No worse than normal.
Items:
Bow, Arrows (17),
Leather Armor,
Sword,
Cloak, 3 days Rations, Field Cooking Gear,
Spheres of fire (3) Silver ringHealth: Fine
Energy: Fine
Sanity: No worse than normal.
Spells:
HexRituals:
Ritual of ConjurationItems:
Bow, 60 arrows,
Leather armor, 3 days ration,
knife,
Cloak of Feathers (crow)Health: Scratched
Energy: Fine
Sanity: No worse than normal.
Rituals:
Rite of binding,
Rite of passage, Ritual of blood. Ritual of symbiosis.Items:
Advanced Ritual Kit,
Sword, Fine
Leather armour, Cooking equipment, 3 days rations,
Hot stone shard,
Small hot stone shard inner circle. Tower of lords.
Second circle, temples. (Marks in Green)
third circle, guilds, barracks and shipping. (Marks in pale blue)
fourth circle, comman docks, slums and residential. (Marks in Orange)
fifth circle, merchants, manors, warehouses, inns, and other large buildings. (Marks in purple)
sixth circle, Hawkers run. (Marks in bright green)
A-Temple of Aestar
B-Temple of Tulm
C-Temple of Nalu
D-Temple of Rhavin
E-Temple of Maar
F-Temple of Ghel
G-Temple of Adar
H-Temple of KhadarI-Honorable Guild of Ritualists
J-Barracks of the infantry
K-Honorable Guild of Exultants
L-Barracks of the Watchmen
M-Barracks of the Watchmen
N-Sir not appearing on this map.
O-Honorable Guild of Duelists
P-Barracks of the cavalry
Q-Honorable Guild of tailors
R-Shipping docks and Warehouses.
S-Shipping docks and Warehouses
T-Honorable guild of blacksmiths
U-Barracks of the Mageborn.
V-Honorable Guild of wizards
W-Barracks of the Watchmen
X-Barracks of the Watchmen
Y-Honorable guild of Mourners
Z-Barracks of the Archers
1-Honorable guild of Tinkers
2-Shipping docks and Warehouses
3-Shipping docks and Warehouses4-Eveyo's Dragon Shrine5-Inn of the Dusty Yellow Dog
Tarran: Fourth, East side, Inside the Inn of the Dusty Yellow Dog.
Trollan: Third Circle, West side, bleeding somewhere in the NW slums.
Talarion: Fourth Circle, West side, observing Trollan run in the NW slums.
Ze Spy: On a secluded mountaintop, recovering in luxury and being fed bon bons by scantily clad priestesses.
Wolfchild Third circle, Chasing Trollan in the NW slums.
TarranTarran: 58
Merc Captain: 46
Merc Thugs: 55
Apprentice Shapers: 16
Fleeing Citizen: 39
Armed Citizens: 69
Guardian Hound: 71
Darkhounds: 33
?: Last
The Guardian hound bounds across the room, body slamming the wounded Darkhound. The two tumble together in blur of old yellow fur and dark teeth. [Guardian Bite 4+1 Vs Darkhound dodge 5+1-1] The two are locked together, bespelled golem and shadow hunter unable to gain a good bite on the other.
The armed mob [Morale 1, 2, 4] breaks. One group flees to the kitchens immediately, the second seeing the flight of the first follows quickly. Only the third group remains to fight, they close in on the fighting pair of dogs and try to hit the dark one. [Mob Blade-Blade-Blunt 4-1, 5-1, 5-1 Vs Darkhound dodge 5-1+1] The mob is surprisingly valiant and their blows well aimed for citizens who've never been in a real fight, unfortunately the Darkhounds malleable form writhes and twists away from their blows and none of them have any effect.
With the dusty yellow dog handling the darkhound that was gnawing on him you rush forward and grab the wounded man, dragging him back into the main of the inn. [Str 3] Your spindly form manages to haul the heavier human back past the three merc thugs, unless the hounds have a real grudge against him they should have bigger and smellier problems.
The thugs move to hold the door against the Darkhound that's still scrabbling through, waiting to bludgeon its head in when it comes in.
The mercenary leader walks over to where you hauled the injured man, he kneels down and reaches for the man's ankle with his gauntleted hand.
"Excuse me, thank you." The aoul supplies offhand as he wraps the gauntlet around the man's torn leg. [Citizen Heart 2] The poor man cries out as the mercenary grips the wound and then he passes out, poor fellow is having a hard day. [Life enchantment 3+1] Blood flows off the man's leg and onto the the mercenary's gauntlet, activating their enchantments. Ethereal red claws, a foot long if they're an inch, sprout from the tips of the gauntlets. The captain gives you an easy nod and stands, flexing the new claws on his hand. (Merc Captain Gauntlet identified as Bloodclaw Gauntlet, Will run out of blood the end of turn after next.)
The injured man passed out when the merc gripped his leg, he continues to be passed out.
The Darkhound grappling with the dusty yellow dog tries to tear it to shreds, [Darkhound bite 5+1-1 Vs Guardian Hound dodge 4+1] but as before the two tear at nothing but fur. The other darkhound rushes through the door at the three thugs. [Mini initiative Darkhound 5 Vs Thugs 2,5,4] The hound is quick and leaps at the same time as the man swings his club. [Mini-mini init, Darkhound 2 Vs Thug 1] The hound smashes into the man's chest a split second ahead of the club. [Bite 4+1-1 Vs Thug Dodge 2] (Dmg 10*2-5-4=11)] [Hound str 3 Vs Thug str 5] The man remains upright even as the great beast hurtles into him, the darkhounds claws leave bloody rents in his rawhide armor but the thug manages to keep the hounds jaws from his throat. Roaring the man tosses the hound back and his two companions bring their cudgels down on it. [Thug 1-3 Blunt-blunt 6+1, 4 Vs Hound Dodge 3+1-1] (Dmg 8*4-4=28*0.5=14 Dmg 8*1-5=3*0.5= 1.5) Both thugs strike, but the Darkhounds flesh is insubstantial to the mundane weapons, and the blow of one thug is largely useless. The other though manages a sure and heavy strike to the beasts body, disrupting it for a second.
(Darkhound 2 is now hurt, Thug 2 is now hurt)
The apprentice biomancer kneels over the man you pulled out of the fight, whitefaced and sweating he draws his wand and stabs the tip into the human's leg and begins to chant softly. [Mend 2+1] Without the wand's aid you're pretty sure this would have ended badly, -even your little experience is enough to tell that he isn't very good with magic under pressure- but with the additional focusing the apprentice is able to fix some of the damage to the man's leg and staunch the worst of the bleeding. (Heal 6*1=6) The other apprentice with the runed staff follows his friend, unable to get a clear shot with his staff at either hound and fearing to set the inn ablaze with magic.
[Luck 4] Through the now open door you can see shapes flickering in the street outside, nothing enters but you feel that it won't be long until you'v got more company than a pair of dogs.
Merc Captain
Health: Unharmed (High)
Energy: Fine (Low)
Visible Weapons: Steel Longsword
Secondary Items: Belt of many pouches, Bloodclaw Gauntlet (Charged and active, Darkness lvl 3, Forcibly taken blood.)
Armor: Leather and Metal (Fair)
Combat Bonuses: +8/6ths Blade, +4/6ths Dodge, +5/6ths light armor, +3/6ths soak
Merc Thugs
Thug 1
Health: Unharmed (Medium)
Energy: Fine (Low)
Visible Weapons: Iron Bound cudgel
Secondary Items: None
Armor: Rawhide (Poor)
Combat Bonuses: +2/6ths Blunt, +1/6ths Dodge, +1/6ths light armor, +3/6ths soak
Thug 3
Health: Unharmed (Tough)
Energy: Fine (Low)
Visible Weapons: Iron Bound cudgel
Secondary Items: None
Armor: Rawhide (Poor)
Combat Bonuses: +1/6ths Blunt, +1/6ths light armor, +4/6ths soak
Thug 2
Health: Hurt (Medium)
Energy: Fine (Low)
Visible Weapons: Iron Bound cudgel
Secondary Items: None
Armor: Rawhide (Poor)
Combat Bonuses: +2/6ths Blunt, +2/6ths Dodge, +1/6ths light armor, +1/6ths soak
Fleeing citizen
Health: Badly wounded (Low)
Energy: Fine (Low)
Visible Weapons: None
Secondary Items: None
Armor: Torn clothing (Nil)
Combat Bonuses: +1/6ths Dodge
Apprentice Shapers
Apprentice 2
Health: Unharmed (Low)
Energy: A little Tired (Good)
Visible Weapons: Poorly made Flamestaff
Secondary Items: Plain Wand
Armor: Apprentice Robes (Nil)
Combat Bonuses: Focus +2/6, Elemental +2/6ths, Dodge +1/6th
Apprentice 1
Health: Unharmed (Low)
Energy: Tired (Good)
Visible Weapons: Fine Staff
Secondary Items: Minor Wand of Life
Armor: Apprentice Robes (Nil)
Combat Bonuses: Focus +1/6, Elemental +2/6ths, Life +2/6ths
Armed Citizens
Group 1
Health: All Unharmed (Low, Low, Below average)
Energy: All Fine (Low, Low, Low)
Visible Weapons: Iron Shortsword, Steel Dagger, Iron Hatchet
Secondary Items: None
Armor: Plain Clothing (Nil)
Combat Bonuses: -1/6th to all
Group 2
Health: All Unharmed (Medium, Low, V.Low)
Energy: All Fine (Low, Low, Low)
Visible Weapons: Steel Rapier, Iron Dagger, Iron Dagger
Secondary Items: None
Armor: Plain Clothing (Nil)
Combat Bonuses: -1/6th to all
Group 3
Health: All Unharmed (Low, Medium, Low)
Energy: All Fine (Low, Low, Low)
Visible Weapons: Steel Shortsword, Iron Dagger, Iron studded club
Secondary Items: None
Armor: Plain Clothing (Nil)
Combat Bonuses: -1/6th to all
Guardian Dog
Health: Unharmed (High)
Energy: Fine (High)
Primary Attack: Fangs (Object of purity 1.2)
Secondary Attack: Bark
Combat Bonuses: +1 to hit and Dodge
Special: Cannot leave the inn
Darkhounds
Health: HurtEnergy: Fine
Primary Attack: Fangs
Secondary Attack: Howl and Claws
Combat Bonuses: +1 Dodge and hit
Special: Combat bonuses are removed when inside a building's threshold.
Health: Badly Wounded
Energy: Fine
Primary Attack: Fangs
Secondary Attack: Howl and Claws
Combat Bonuses: +1 Dodge and hit
Special: Combat bonuses are removed when inside a building's threshold.
??
---
Lür Celant[Initiative 4 Vs Zeicaust 3] Before the archer can fire again you scramble away, [Agility 3-2+1] [Luck 3] or rather you try to. The arrow in yourside doesn't make things easy, keeping it from doing more damage and running at the same time are very nearly mutually exclusive activites. [Awr 5] As an aside there is a horde of knee high beasts with a lot of mouths on them coming down the alley just ahead of you.
---
Marcus ZeicaustYou fire a third arrow at the back of the Keyite's leg as he tries to flee. [Ranged 3+1 Vs Celant dodge 5-2] (Dmg 12*1-1-1=10x0.5=5) [Celant Luck 2] Despite being wounded the murderer does a decent job of avoiding the arrow, it embeds itself in the side of his calf, too far left of center to really cripple him but certainly enough to give him trouble until he pulls it out. [Awr 4] Around you you start to see other action and notice that the sounds of the city have changed, the slums aren't terrible active until nightfall but you already begin to hear yells and screams from every quarter. To your left you catch a glance of a group men and women in strange armor leading... creatures.
Celant has arrow in leg, -1 to mobility based rolls
---
EveyoThe tiresome thief actually does attempt to escape, idiot. You collect a portion of blood carefully from the ground with a piece of cloth, folding it carefully and tucking it into your ritual bag. The unseen, but not unheard, shooter puts another arrow in the Keyites leg. Hopefully that will take some of the fool's ability to flee away.
Measure of Lür Celant's blood added.
---
Cotris[Enemy Activity 4] [Guard response 4] Across the city the battles begin to be joined, the watchers fighting shadowland beasts at every turn while warmages warp stone and flesh alike, banishing creations back to the netherealms and enchanting the weapons of the soldiers to harm the intruders. The focus of the city's fighting is to get the ritualists to each of the city's seven graveyards. [Resistance 3] The guards and soldiers have the advantage on their own soil, but the way will still be covered in blood before long.
Seven turns until the ritualists reach the graveyards.