The two more persuasive members of the party attempt to talk the more, shall we say different, members of the party into going in different way. This doesn't go over as well. They stay behind the two charmers during most of the two hour walk, whispering to one another.
Well, look at it this way, at least you won't get stabbed in the back by an enemy.
Before leaving, Noah, more at the bequest of others then his own free will, covers the skeleton minion with a old robe.
Thia releases Azulion from his thralldom and teaches him a bit about the charm structure she used while they walk.
(Azulion’s Charm skill is now fourteen.)
The word or name, Loriali, is embossed in steel on the hilt. The blade itself is iron and a bit rusted, but still in great condition for being embedded in a wall.
Strange ruins run down the side of the blade and you find that the name of the language they are in, is on the tip of your tongue.
The party arrives at the town within two hours. It’s a ramshackle collection of huts and dirty brick buildings, huddled together against the dark things in the misty nights. The church, a proud and domineering structure, is the tallest building here, but its once stately past has crumbled down around its eaves.
Thick vines grow on the side and broken windows litter the façade, the bell tower has collapsed and the aforementioned bell is jammed between two pieces of rickety masonry. The once white walls and brown roof are now the same grayish hue, colored by centuries of disuse and wear.
The party of Deathwalkers is hardly noticed by any of the huddled masses. A band of thugs spills out of a tavern and begins to follow the party. The Party, eager to lose them turns down an alleyway.
And then the thugs catch up.
They draw clubs, knives and brass knuckles from their assorted grubby pockets and point them menacingly at the group. How they can point brass knuckles, you don't know.
“Money or your lives, foreigners…Perhaps if you cooperate, we won’t take both.”
There is about nine of them.
Combat is turned based on order of dexterity. The one with the most dexterity attacks first, then a d100+(skill) is made and the attack destroys critical areas or something.
When you are about to fight you can turn on a feed before kill switch, to feed before killing the person.This will repair damages to your bodies, occasionally give you memories, and remove hunger.
The only way your character can die is if you have your head chopped off, your body impaled and then your head impaled over it. This will destroy you utterly. Very few people know how to kill vampires, but that soon might change.
But getting critically wounded still causes pain, and this will lower mental stability and raise feralness, it is like hunger in this accord. Blood can ease pain and heal you.
You do not want to go feral.
Flee, Fight or Other?