Apparently my random number generator has a sense of humor.
SeriousConcentrate - 93
adwarf - 8
EmoBiatch - 2
scriver - 98
Ahra - 24
Frelock - 10
Riccto - 20
Ye Olde Darkspawne - 13
Stand back and fire that crossbow.
Such is the archer's due.
(6, 1d4=3+2=5 damage) Taking aim with both hands, you fire your crossbow directly into the horde! The metal bolt strikes a Hurlock in the face, causing dark red blood to spray out of the back of his head! The Hurlock gets knocked off of his feet by the shot and stays down. Reloading as quickly as possible, you fire off another shot, catching the ogre leading the charge in the arm! It doesn't seem to care much though...
As the horde hit the barricades, she stabbed forward, sure at least one of them would be impaled...
(7, 2d4=4+2=6 damage) With the massive horde of Darkspawn still approaching fast, you get to the frontlines, readying yourself directly behind the barricade. Right before the horde hit, you impale one directly through the barricades, covering your blade in tainted blood! Retreating backwards as a few darkspawn break through the barricade, you grip your longsword with both hands, deflecting the blow of a Hurlock and rebuking with a decapitation!
COME AND GET ME YOU COWARDS!!! hack at them as the crash into the barricade
(7, 2d4=6+2=8 damage) As the horde crashes into the barricade, you bring your trusty axe to bear! With a single swing, you split a Hurlock vertically down the head following up with a kick to bring it down! Moving away from it, Delion spots the ogre with it's back turned. Taking advantage of this, he gets a running start and leaps upon it's back, hacking into the back of its head and back with his axe!
Let loose fire on the horde.
(-6 MP. 5, 1d4=2+3=5 damage) Your staff seems to react to the darkspawn, vibrating rather violently in your hands, affecting your aim. Despite this, as a few of the horde draw close, you spray a cone of fire from the end of your staff, igniting the Hurlocks and Genlocks on fire! They panic for a few brief moments, screaming and yelling until they fall down to the ground, charred and dead.
ATTACK!
The horde now being considerably weakened (16/40 HP), something happens to make the situation even worse...Two darkspawn appear at the back of the horde, but they're...different. One is clad completely in black armor, with horns jutting out of the helm. The other has a face covered in rags, wielding a staff similar to Rician's...
Hurlock Alpha - The Hurlock Alpha, clad in it's black armor, surveys the battlefield, settling on (2) Owen! (6 vs 8-1) Owen raises his shield in time to block the creature's blade! Owen and the Hurlock trade blows for a minute, neither able to land a hit. The Alpha decides this is going nowhere and changes targets, knocking Owen to the ground with its shield and running towards another group of soldiers.
Hurlock Emissary - Letting loose a deep throaty laugh, it aims it's staff towards (3) Riccian! (-5 MP. 8+1, 7+1 vs 2) A dark black orb dances along the end of the staff, launching towards the elf and smacking him straight in the chest! Despite not being physically hurt, he begins suffering bouts of weakness, forced to drop to his knees due to them being unable to support his weight.
The Horde(8+1 vs 5-1, 3-1, 4, 8, 4-2, 1+1, 1, 6+1. 3) The remnants of the horde descend upon the army, inspired by the arrival of the Emissary and Alpha! Despite this, because of the
plot armor hate of the RNG goddess low number of darkspawn left, you and the rest of the troops keep them at bay.
Heroic offensive on Silvian/adwarf, ready heals as needed.
(-4 MP) Raising your staff above your head, you empower Silvian, surrounding him with a shining yellow glow! You can already feel the magic seeping away from your body, so you hope it'll be worth it. Amazingly, nobody seems to be terribly wounded yet, however you can't heal Riccian of his weakness with your current skills...
Silvian attacks the Darkspawn Horde with as many arrows, and as much force as possible.
You feel a rush of invigoration like you've never felt before, steadying your hands and letting you see the battle unfold in almost slow motion. Taking out an arrow, you aim towards the remains of the horde...(5, 1d4=3+2=5 damage) Letting your arrow fly, it strikes a Hurlock directly between the skull! Another shot hits a Genlock in the chest, stumbling it backwards!
Owen decided to attack the Ogre, trying to weaken it's armor
With most of the horde defeated in the initial charge, all that's left is the Alpha, the Emissary, the wounded ogre, and a few stragglers still fighting. You aim to finish off the ogre here and now...(8, 2d4x2=6+5=11 damage!) Charging directly through the remnants of the horde, you smack a Genlock clear out of your way, splattering the contents of its head over the grassy battlefield! As the Ogre turns towards Owen, he leaps into the air and slams his maul full-force into the skull of the ogre!
The ogre falls backwards to the ground, and Owen lands on top of it. Raising his maul for the final attack, the spiked end gets jammed straight through the ogre's tough forehead, killing it once and for all and leaving nothing behind but a blood spray! The remnants of the horde retreat backwards, but the two bosses remain.
Bonus - Due to Owen's reinforcing of the barricades, all the good guys have -2 damage taken for 1 more round of battle.
♪ I sense some Darkspaaaawn ♪Health: 55/55
Race: Darkspawn
Skills
Shield Bash - 2 turn CD - On a success, the target is knocked down, reducing dodge by 3 for 2 turns.
Shield Pummel - 3 turn CD - On a success, the target takes 2d4 damage and is stunned for one turn.
Offensive Modifiers: +2 to damage dealt.
Defensive Modifiers: -2 to damage taken, -1 to dodge.
Inventory
Vanguard's Tainted Broadsword - +2 to damage dealt.
Tainted Steel Platemail - -2 to damage taken, -1 to dodge.
Health: 30/30
Mana: 25/30
Race: Darkspawn
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: +2 mana regeneration per turn.
Spells
Fireball - 10 Mana - Deals +1d4 Fire damage. Hits 2 targets, knocks down on Major/Epic success.
Weakness - 5 Mana - Deals no damage. On success, target has -2 to all accuracy and damage rolls for 2 turns.
Heal - 3 Mana - Heals the target instead of damaging them.
Inventory
Corrupted Staff of Yew - +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.
Tattered Darkspawn Robes - +2 to Mana regeneration.
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: 14/20
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, -2 to accuracy.
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: 16/20
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, +1 to damage.
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.