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.
Items: 4 gold, 2 silver, 20 copper, Sword (Fine), Mail shirt (Fine), Cloak (Fine), Girdle of gender change. (in bag)
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: Fifth Circle, West side, Warehouses
Ze Spy: On a secluded mountaintop, Being eaten be cannibal priestesses.
Wolfchild Fifth circle, Warehouses.
Taricus: In his room.
TarranTarran: 18
Merc Captain: 75
Merc Thugs: 42
Apprentice Shapers: 72
Fleeing Citizen: 30
Armed Citizens: 98
Guardian Hound: 50
Darkhounds: 66
Shadow Hunter: 74
[Randomly Determined Shadowland foe=6] Apostate Priest: 69
[Randomly Determined Shadowland foe=4] Flesh wraith: 63
?: Last
The mob of people close in on the darkhound again, continuing to wail on it ineffectively while they howl wordlessly. [Blade-Blade-Blunt 4-1,1-1,5-1 Vs Darkhound dodge 2+1-1-1] Still stunned from Tarran's blast of force the darkhound is hit by nearly all of the armed fools. [2*2=4*0.25=1] The man with the shortsword has no visible effect on the beast while (7*3=21*0.5=10.5) the man with club knocks the beast back visibly. (Darkhound is Critically wounded)
With the Darkhound ready to drop the Mercenary slashes his sword through it, [Blade 5+2 Vs Dodge 2+1-1-1] (7*6=42*0.25=10) fine steel is of little effect against the hounds, but it's enough to push this one over the edge. The great dog's form shudders for a moment then pops, soaking into nothing but a stain on the floor.
Arrow knocked at its insubstantial bow another shadow thing enters the inn, sighting and loosing on the target it perceives as the most dangerous in a heartbeat. [Ranged 3+1 Vs Guardian 4 Dodge] The dusty yellow dog, though damaged is still agile enough to dodge out of the way of the fleeting silver shaft.
The elementalist sends another gout of flame at the Hunter, [Bolt 2+1] weaker than the first. [Ranged 1 Vs Dodge 4] He misses the Shadow and [luck 2] sets fire to a table. His friend points his wand at the shadow and yells [Growth 4+1-1], ah he was pointing at the doorframe, your mistake. Tendrils of new growth spring out of the wood, reaching for the Hunter. [Hunter Dodge 5] Lightning quick as the new growth is the hunter is faster, throwing himself forwards into a roll and coming up with a heavy bladed knife.
With the doorway blocked by tendrils of new wood you hope that whatever is out there will at least be slowed. [Rip 4+2-1] Then a slash appears in the doorway, opening and spinning into a fullsize sphere. It closes again after only a second or two, leaving a circular hole that you could ride a horse through where the door used to be. A short humanoid holding a pair of rods walks in through the new hole in the wall, casting about for something else to blast.
From behind the magic user something far more ethereal swoops in, from the light of the fire you catch a glimpse of faint wings and long talons. Upon finding the corpse of the Merc it starts doing something, slowly melding with the dead man's body.
The guardian dog leaps for the wraith, ignoring the hunter and the priest. [Bite 4+1 Vs Wraith dodge 3-2] (Damage 6*4-3=21*0.0=0+purity damage 24) The dusty yellow body moves straight through the wraith, its teeth though tear burning lines in the spirit's ectoplasm. Shrieking the spirit hovers to the top of the room, spitting in some language that you are glad you can't understand.
The thugs flank the hunter and strike at him with their clubs, [blunt-blunt 2, 4 Vs Dodge 4+1] he parries one with the knife and slides to the side of the other.
The unconscious man [Heart 3] Continues to be unconscious.
Seeing as the darkhound is unconscious you point your staff at the hunter instead, [Firebolt 1 (Negated)] your staff sputters for a moment, throws a spark the size of a raindrop, and then does nothing.
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
Shadow hunter
Health: Fine
Energy: Slightly tired
Primary Attack: Dark Hunting Knife
Secondary Attack: Dark Longbow (Requires energy)
Combat Bonuses: 3/6ths dodge, 3/6ths ranged, 3/6ths blade
Special: Shadow resistances
Apostate Priest
Health: Unharmed
Energy: Slightly tired
Visible Weapons: Pair of rune rods, unknown effects.
Secondary Items: Unknown
Armor: Armored robes (Light)
Combat Bonuses: Focus +4/6, Elemental +4/6ths, Dodge +1/6th, Summoning 8/6ths, Life magic 3/6ths
Flesh Wraith
Health: Damaged
Energy: Normal
Primary Attack: None
Secondary Attack: None
Combat Bonuses: None
Special: Can possess corpses, incorporeal, can phase, unholy.
??
---
Taric TharolresUhnn... You wake up upon hearing commotion downstairs, your eyes feel gritty, your tongue feels swollen, you're still wearing your clothing and armor, and you're hungover. That can only mean that this inn isn't rowdy enough for you, when an ex-soldier wakes up he deserves to do it without his pants on, even if he can't remember who he took them off with. You go to wash your face in the basin provided, splashing cool water in your eyes and washing out the sour from your mouth. The commotion continues downstairs. You ignore whatever it is for now and make sure that nothing you own has been stolen, aside from a small pouch of your very limited funds, the clothes on your back, your armor and sword, and that blasted girdle you own very little and you're pleased to find that everything is still there. You could using something to drink, something to eat, and maybe something to fight, and it sounds like there might be some of everything in the common room, so all of that seems a perfectly reasonable request from the day.
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Lür Celant You continue to try to get to a rooftop [Agility 5+1-2-1] and despite your wounds you actually manage to clamber up onto a roof. [Luck 4] Even after that neither arrow tears any farther. You watch as the evil little midgets swarm through the alley where you were lying in the muck.
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Marcus Zeicaust & EveyoWith Eveyo maintaining a ward the two of you vacate the premises, you don't have anywhere in mind but you leave the Keyite to his fate. [Agility 3] [Luck 4] You jog off, heading to the outer ring of the city. You end up around a section of warehouses, you can't hear any fighting nearby... [Awr 4] You don't feel that you are in any great danger right now.
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