As proper maintenance is key to good equipment, Searlaite decides to head back to camp to take care of her crossbow
[6] With the Darkspawn attack coming in just a few hours, you use to chance to make sure your crossbow is in working order for the battle. Starting with just making sure it was sturdy and the accuracy wasn't off. You get so absorbed in your work that by the time the King calls for the army to prepare for battle, you've taken it apart twice, put it back together, and made it fire with quite a bit more force!
began taking care his bow.
[4] Finding a quiet corner, Silvian cleans his bow and searches for anything wrong. Finding nothing amiss with the well-cared for bow, you attempt to fire a few arrows over at the targeting range, hitting the bullseye almost all the time. Your string does break from repeated use, however. Replacement string is on hand though, so it's not a big deal.
get into posistion
[5] Soon enough, a horn blows, signifying that it's time to prepare for the Darkspawn attack. Waking up quickly, you grab your trusted axe and cross the bridge between the ruins of Ostagar itself and the Tower of Ishal on the other side. Looking over out onto the forest, there's a blood red and dull shine coming over the horizon, and rain clouds are slowly approaching Ostagar. Wasting no time, you head past the Tower and down to the battlefield, where you take up a position along the western flank.
Owen went to check that the barricades would stand the Darkspawns even for a little bit.
[7] Heading down to the battlefield as well, you check the crude wooden barricades that Cailan's engineers constructed rather hastily. You find several imperfections with them, and with some wood from the camp and a little dwarven engineering on your part, you reinforce the barricade a good bit. That should hold the Darkspawn back at least for a few extra seconds.
Investigate this new staff, See what properties it has by testing it with some simple spells
[7] The staff still seems almost electric to the touch, giving you the distinct impression that it doesn't like you. Even still, you head over to a rather secluded clearing inside the camp. Pointing the staff directly into the air, you loose a cone of fire with no problems. Aiming at a nearby tree, the staff doesn't seem to fire magical bolts of energy so much as poisonous globs. Upon impact, you discover the acidic blob melts objects upon touch, burning a hole straight through the tree.
Go to the infirmary and help out in whatever way I can.
[4+1] Heading over to the nearest infirmary tent, you find various wounded men being attended to by healers. One of them walks up to you and points towards the left end of the large tent.
"If you're here to help, there's nothing you can do for those men. They've been infected by the taint. It's a horrible, painful way to die...". She shakes her head and heads back towards some other wounded. Despite that, you do your best to help the more conventionally wounded men, getting a few of them back on their feet. One of them are is grateful, she decides that he's fit for battle, and follows you down to the battlefield.
She walked over to the man with the war axe who was getting into position to battle and got ready herself, checking to make sure her new armor was fitted securely and her shield & sword were in good repair. Now ready, she drew both and waited for the attack...
[5] Briefly pausing to check your armor is fitted tight and your weaponry is ready, you head down to the battlefield as well. You find a stocky dwarf repairing some barricades and a tall man with a war axe near him, preparing for battle. Checking your own equipment one last time, you prepare for the battle.
The horn of Gondor King Cailan sounds off yet again, rousing anyone who has yet to arrive to get down to the battlefield. King Cailan is prepared for battle in the center of the formation, Grey Wardens surrounding him and archers at his back.
You and several others are on the western flank, a fair way away from Cailan's troops. As the rain clouds begin spewing rain and the sun sets completely over the horizon, the first sight of the horde emerges from the trees.Damn, those things are ugly. Both armies stare each other down for a second...But that's broken quickly as the entire horde begins charging at once. You hear a shout of 'Archers ready!' followed by flaming arrows spewing from behind Cailan's ranks. Many of the horde go down, but they're still coming. As they grow closer, all of Cailan's army charges forth at once!Bonus - Due to Owen's reinforcing of the barricades, all the good guys have -2 damage taken for the first 2 rounds of battle.
♪ I sense some Darkspaaaawn ♪Health: 40/40
Race: Darkspawn
Skills
Horde - When attacking, the Darkspawn attack everyone at once.
Strength in Numbers - For every 5 health lost, the Horde loses 1 damage.
Really, this is a big horde - It is impossible to miss the Horde.
Swooping...is bad. - At 20 HP or lower, the Horde calls for backup!
Offensive Modifiers: +1 to damage dealt, +1 to accuracy.
Defensive Modifiers: +1 damage taken.
Inventory
Assorted Corrupted Iron Weapons - -1 to damage dealt, -1 to accuracy.
Corrupted Iron Chainmail and Platemail - +1 to damage taken
StatusHealth: 25/25
Race: Human
Skill: +1 to damage dealt and +1 to damage taken.
Offensive Modifiers: +1 to damage dealt, -2 to accuracy.
Defensive Modifiers: -1 to dodging, -3 to damage taken.
Inventory
Gray Iron War Axe - No modifiers.
Gray Iron Shield - -1 to damage taken, -2 to accuracy.
Gray Iron Chainmail - -1 to damage taken, -1 to dodging.
Bag o' Gold - Can be exchanged at a merchant for one item.
Health: 25/25
Race: Dwarf
Skill: +2 to damage. -1 to accuracy.
Offensive Modifiers: +2 to damage, -1 to accuracy. +3 to damage vs metal-armored foes.
Defensive Modifiers: -3 to damage taken, -1 to dodging.
Inventory
Steel Spiked Maul - +3 to damage vs metal-armored foes. +1 to final damage.
Gray Iron Chainmail - -1 to damage taken, -1 to dodging.
Health: 25/25
Mana: 20/20
Race: Elf
Skill: +2 to magic damage, -1 to physical damage.
Offensive Modifiers: +2 to magical damage, +1 to Entropy magic rolls. +1 to damage, -1 to physical damage.
Defensive Modifiers: -2 to damage taken.
Other: +3 mana regeneration per turn.
Spells
Flame Blast - 6 Mana - Deals Fire damage. Hits multiple enemies on Major or Epic Success.
Lightning - 4 Mana - Deals Electric damage. Deals 1/2 the damage it deals to the targets mana.
Rock Armor - 2 Mana per turn - Steadily drains mana, but you take -2 damage from all attacks while this is active.
Inventory
Corrupted Staff of Yew (Equipped) - +1 to all Entropy magic rolls. +1 to Mana regen. +1 to damage. On normal attack: Target takes 1d4 damage per turn for 3 turns.
Ash Acolyte's Staff - +1 to all Primal magic rolls. -1 to final damage.
Circle Robes - +1 to Mana regeneration.
Bag o' Gold - Can be exchanged at a merchant for one item.
Health: 25/25
Mana: 20/20
Race: Elf
Skill: +1 to healing allies.
Offensive Modifiers: -1 to final damage.
Defensive Modifiers: -2 to damage taken.
Other: +3 mana regeneration per turn. +1 to healing allies.
Spells
Heal - 3 Mana - Heals the target instead of damaging them.
Heroic Offense - 4 Mana per turn - In return for a constant drain on your mana, a selected ally gets a +1 bonus to damage.
Rejuvenate - 10 Mana - The target regains an extra 10 mana per turn for 2 turns.
Inventory
Ash Magical Staff - +1 to all Creation magic rolls. -1 to final damage.
Circle Robes - +1 to Mana regeneration.
Belt of the Fade - +1 to Mana regeneration.
Health: 20/20
Race: Human
Following: Thomas/Frelock
Offensive Modifiers: -1 to damage, -2 to accuracy.
Defensive Modifiers: -4 to damage taken, -2 to dodging.
Inventory
Iron Longsword - -1 to damage.
Iron Shield - -1 to damage taken, -2 to accuracy.
Iron Platemail - -1 to damage taken, -2 to dodging.
Health: 25/25
Race: Elf
Skill: +1 to accuracy, and +1 damage dealt when using bows. +1 to all damage taken.
Offensive Modifiers: +3 to accuracy.
Defensive Modifiers: +1 to dodging.
Inventory
Ash Longbow (Equipped) - +2 to accuracy, -1 to final damage.
Gray Iron Dar'Missan+1 to accuracy, -1 to damage.
Cured Hide Leather Armor - +1 to damage taken, +1 to dodging.
Health: 25/25
Race: Human
Skill: +2 to accuracy, -1 to dodging.
Offensive Modifiers: +2 to accuracy, +1 to damage.
Defensive Modifiers: -2 to damage taken.
Inventory
Modified Ash Crossbow - +2 to damage.
Leather Armor - +1 to dodging.
Health: 25/25
Race: Human
Skill: Precise Striker - +2 to accuracy, -1 to Damage
Offensive Modifiers: +1 to accuracy, -2 to damage.
Defensive Modifiers: -3 to damage taken, +1 to dodging.
Inventory
Gray Iron Longsword - +1 to accuracy, -1 to damage.
Gray Iron Shield - -1 to damage taken, -2 to accuracy.
Leather Armor - +1 to dodging.