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,
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: 21
Merc Captain: 62
Merc Thugs: 83
Apprentice Shapers: 68
Fleeing Citizen: 61
Armed Citizens: 27
Guardian Hound: 11
Darkhounds: 96
[Randomly Determined Shadowland foe=4] Shadow Hunter: 34
?: Last
The Darkhound fighting the guardian continues trying to tear it to shreds, [Bite 2+1-1 Vs Dodge 2+1] but the golem keeps out of harms way by a hairbreadth. The other Darkhound leaps for the Thug that it already wounded, [Bite 5+1-1 Vs Dodge 3+1] (Damage 9*1-4) slamming into him with its shoulders.
The thugs continue beating on the Darkhound with their largely ineffective weapon. [Blunt-Blunt-Blunt 2, 3+1, 5+1 Vs Darkhound Dodge 5+1-1] (Damage 8*1=8*0.5=4) The last thug barely clips the Darkhound with his club, barely harming the dark beast.
The life shaper continues poking at the citizen's wound gingerly with his wand, [Mend 3][Heal 1*1=1] pulling the flesh together clumsily and barely healing him at all. The elementalist points his staff at the darkhound clawing at the mercs and yells for them to get out of the way. [Bolt (flame) 5+1] His staff pulses with energy and the Thugs take one look at it and dive out of the way. [Ranged 3 Vs Darkhound dodge 1-1 (negated)] (13*3-3=36*1.25=45) Searing hot flames blast forth from the tip of the staff, blasting the Darkhound into a pall of greasy smoke. (Apprentice 1 is very tired, apprentice 2 is tired.
The Mercenary captain gives an appraising look to the shaper with the smoking staff as he moves towards where the remaining Darkhound thrashes.
"Kid, you need a job after this you come see me." Then he shoves one of the armed citizens out of the way and shoves his clawed hand into the hound. [Blade 3+1 Vs Darkhound Dodge 5+1-1] [Luck 1, Guardian dodge 2] Missing the darkhound and striking the Guardian instead. (10*2-5=15+30 Corruption damage) The blood claws stab into the guardian and then detonate with a loud crack, greatly damaging the golem and terminating the enchantment on the guantlets. The mercenary swears colorfully. (Guardian hound is Severely Damaged)
The bloodied citizen [Heart 4] remains unconscious, but he stirs slightly like he might wake soon.
The remaining mob of citizens keep attacking the Darkhound that the Merc just helped accidentally. [blade-blade-blunt 2-1,4-1,5-1 Vs Dodge 5+1-1] The hound twists and bends out of the way of their crude blows.
From the doorway [Ranged 4+1 Vs Thug dodge 2-1 unexpected] an arrow flies in and strikes one of the mercs that had been fighting the first Darkhound. (19*4-5-2=69 damage) The man looks very surprised at the long silvery shaft protruding from his chest, pawing at it feebly before falling backwards and drooling blood on the floor. The other two look surprised [Int 4] and they get out of the doorway's firing path with all haste. (Thug 1 has been killed)
The battle blazes around you and you raise your staff, focusing a blast of energy at the remaining hound, trying to blow it off the guardian. [Bolt (Kinetic) 4+2] Blasting a hammerblow of force out of your staff, [Ranged 4 Vs Darkhound dodge 2+1-1] (Damage 7*2-5=9*1.25=11) the spell hurls the Darkhound off the dusty yellow dog and smashes it into the far wall a good twenty feet back.
With the darkhound removed from melee range the dusty yellow dog orients on it and begins barking. [Life magic 1] No sound escapes the dog though, apparently whatever the mercenary did damaged the spirit inside the stuffed dog too badly.
[Luck 3] The sounds of active fighting are getting nearer to the inn, while this does mean that there will be more people to help you the only thing you can do is pray that you're allies are on the winning side.
"The very short version? A couple centuries ago the Gods started having disputes, big ones. To go to active war on your plane of existence though they needed a consensus of the emissary courts. The courts were designed by the gods though, and the call to war would have been issued, except that a few voices sought to remove themselves from the courts.""We enlisted the aid of an Archmage to bind us and keep us safe, without us the courts are deadlocked and do not have the odd numbers in either side to reach a conclusion. Nalu orchestrated the entire thing to keep your world from falling into chaos, you need to get to one of her temples, we need to speak with her."Merc Captain
Health: Unharmed (High)
Energy: Fine (Low)
Visible Weapons: Steel Longsword
Secondary Items: Belt of many pouches, Bloodclaw Gauntlet (Inactive, damaged)
Armor: Leather and Metal (Fair)
Combat Bonuses: +8/6ths Blade, +4/6ths Dodge, +5/6ths light armor, +3/6ths soak
Merc Thugs
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: 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: Very 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 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: Severely Damaged (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: 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.
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.
Shadow hunter
?
??
---
Lür CelantYou continue running away, [Agility 2-2-1] failing miserably [Luck 3] but not tearing the flesh around either of your wounds anymore. You need to get those arrows out, it's going to hurt like hell, but then there's that pack of dark little beasts that are going to be on top of you if you don't HURRY.
Gibbering shadows will reach you in one turn.
---
Marcus Zeicaust[agility 2] You jump across a rooftop, slip and roll off [luck 4] into a pile of mostly soft garbage. You're going to smell like the slums but that's not too big a problem right now. You tell the Aoul what you saw, ignoring the Keyite struggling in the muck. He nods and starts doing something with a rock, this being a city where that's a fairly common response to bad news you don't question it.
---
EveyoKicking out one of the few remaining stones in the slum street you begin the ritual. You open your bag, drawing out vials of powdered blood, moonstone chips, a small pouch of fine ash, and the small shard that you picked up. [Warding 4+1] The human stands by and watches as you work, laying out the symbols for a mobile ward. The shard does something strange when you tap it, but you aren't sure what. The ward is imbalanced to the side of purity by one. The ward will wear out on its own in ten turns, things attacked the shield will burn it out much faster.
---
CotrisSix turns until the ritualists reach the graveyards.