Subject: Round 13 - It really is unlucky for some...
Posted on: 2016-12-21 21:46:17 UTC
Virro: (7) An ancient Cosmic being laughs and decides to maybe stop screwing you around, for now at least. Unaware of this however, you fire your bow at Zombie 7. Unfortunately Zombie 2 has broken free of your control and will no longer listen to you.
Fight!: (Virro gets (17 + 2 Dam + 1 Cir = 20) vs Zombie 7 gets (13 + 6 = 19). Zombie 1 loses 1 Health) Despite now having an arrow protruding from its side, Zombie 7 does really not notice it and continues what it was doing, which is, trying to defend against a much greater threat..
Uriel: (7 -1Cir = 6) You clumsily throw your mace at Zombie 7 (No Dam bonus during that combat), after all some weapons are not meant to be thrown. Your attempt at getting 'knife-hand' works really well, too well in fact as you find you cannot unwill them and get your hand back to normal. Gained Knife-Hand (+2 Dam when Unarmed, Can only hold items with one hand.)
Fight!: (Uriel's Mace gets (18) vs Zombie 7 gets (15 + 6 = 21) Nothing happens.).
Fight!: (Uriel gets (18 + 3 Cir + 6 Dam = 27) vs Zombie 7 gets (6 + 6 = 12) Zombie 7 loses 14 Health. Critical Hit! Uriel's second hit gets (14) vs Zombie 7 gets (12) Zombie 7 loses 2 Health. Uriel gets a third hit in with his other fist. Uriel gets (17 + 3 Cir + 6 Dam = 26) vs Zombie 7 gets (6 + 6 = 12) Zombie 7 loses 12 Health, Critical Hit! Uriel gets (13) vs Zombie 7 gets (12) Zombie 7 loses 1 Health. Zombie 7 dies.)
You watch your mace miss the zombie, flying past its leg and landing at its feet. your charge is more successful. With fists of fury you beat Zombie 7 into the ground, making sure that it will definitely stay down this time. You vent some of your anger out onto it, even after it is dead and find it is a good stress reliever and punching bag.
Keegra: (7) Launching yourself at Zombie 1 you find yourself giggling with glee, whether it is because you are once again fighting something or because you no longer have to use that stupid accent you're not sure, and to be honest at the moment you don't really care.
Fight!: (Keegra gets (10 + 4 Dam +1 Cir = 15) vs Zombie 1 gets (2 + 6 = 8). Zombie 1 loses 6 Health. Keegra's second attack gets (20 + 4 Dam +1 Cir = 25) vs Zombie 1 gets (2 + 6 = 8). Zombie 1 loses 9 Health. Critical Hit! Keegra gets (13) vs Zombie 1 gets (8). Zombie 1 loses 3 Health. Keegra's third attack gets (17 + 4 Dam +1 Cir = 22) vs Zombie 1 gets (2 + 6 = 8) Zombie 1 loses 14 Health. Critical Hit! Keegra gets (11) vs Zombie 1 gets (8) Zombie 1 loses 2 Health. Zombie 1 dies.)
With great enthusiasm, you launch yourself at the Zombie and smash it into tiny little pieces, all the while grinning like a (slight) maniac. Between this and when you first entered the room you have truly become adept and killing undead with your fists.
Xiv'riit: (7) You successfully scrawl or remember the remaining formula's as you start to attack the Zombie with your faithful Spork.
Fight!: (Xiv'riit gets (16 + 3 Dam + 2Cir = 21) vs Zombie 4 gets (6 + 6 = 12) Zombie 4 loses 6 Health.) Jabbing again and again at the Zombie you seriously wound it with your Spork although you fail to actually kill it.
Priya: (9) With a dexterous twist of your tail you send the blade of your Monk's Spade into both of the remaining hostile zombies, and thankfully only them.
Fight!: (Priya gets (13 + 4 Dam = 17) vs Zombie 2 gets (8 + 6 = 14) Zombie 2 loses 1 Health.) Lightly nicking it as it tries to jump out of your way, you notice the two zombies still under control of the Necromancer closing in on your first target and hope you do not have to worry about it.
Fight!: (Priya gets (12 + 4 Dam = 17) vs Zombie 4 gets (10 + 6 = 16) Zombie 4 loses 1 Health.) Careful not to hit your allies you have to twitch your tail at the last second as the studious one gets up to fight, thus you only cause a glancing blow to it despite your best efforts.
Davug: (10) Noticing Zombie 1 getting taken out by the Half-Orc, and admiring her way too much to try and fight alongside her, you'd just get in her way after all. Davug turns his attention to Zombie 4. Jumping over the Monk's Spade that is attached to the Lizardwomen's tail, Davug is able to use this leap to get a bit more force behind his attacks. (+1 Cir this round in combat.)
Fight!: (Davug gets (6 + 1 Dam + 1 Cir = 8) vs (Zombie 4 gets (4 + 6 = 10). Nothing happens) Unfortunately with the leap your aim for your longsword is off and it fails to strike anything.
Fight!: (Davug gets (11 + 2 Dam + 1 Cir = 14) vs Zombie 4 gets (4 + 6 = 10). Zombie 4 loses 4 Health.) Between your Mace's strike, the Shardmind's Spork and the Lizardwomen's Monk's Spade, Zombie 4 falls. Pleased with yourself for winning the battle and your own bit of tactical thinking you watch the rest of the battle.
Shaban: (7) With a groan you launch yourself at the Zombie that has broken free of your masters control, thoughts of doing likewise don't even occur to you.
Fight!: (Shaban gets (20) vs Zombie 2 gets (3 + 6 = 9) Zombie 2 loses 8 Health. Critical Hit! Shaban gets (10) vs Zombie 2 gets (9) Zombie 2 loses 1 Health. Shaban gets (20) vs Zombie 2 gets (9) Zombie 2 loses 9 Health. Critical Hit! Shaban gets (10) vs Zombie 2 gets (9) Zombie 2 loses 1 Health. Zombie 2 dies.) With a fury you haven't used in a while you massacre your fallen comrade..
Zombie 3: (3 - 1 Inj = 2) You Shamble forwards, not looking where you are going, and end up walking into the dangerous part of a Monk's Spade. Zombie 3 loses 8 Health. Splitting you in half, you have no time to think on what just happened before you cease to be... Again. Zombie 3 dies.
Room 4: Where once 8 Zombies waited to attack adventurers, now all have fallen prey to the party, most for a second time. The room itself has three other exits, two on the right hand, West wall, one noticeably nearer than the other, the other exit door is in the East wall two thirds of the way down the room. Where the far wall used to change colour has now been revealed as a secret passageway leading to a door to the South..
Virro: Weapons - Shortbow(+2) Quiver(37 Arrows), Armour - , Other - (+1 Cir when guarding a door or doorway), Orc Bodyguard (You control what your Orc Bodyguard does each round), Undead Orc Bodyguard, Health 30/26
Evard: Weapons - Dagger(+2), Dagger(+1), Armour - Studded Leather Armour(+4, Invisibility), Other - Invisibility (Can turn invisible for one round (counts as a passive action), Cannot be noticed or attacked by enemies whilst invisible, +1 Circumstance when attacking whilst invisible. Invisibility can be activated once every 4 Rounds (Rounds Remaining 0, Invs ready to activate)), Health 27/23
Uriel: Weapons - 2 Club(+2), Armour - Sturdy Robes(+1), 2 Leather Armour(Light +2 Can't be Worn) Other - Belt of Advanced Monk Training (+3 Dam when unarmed.), Health 33/29
Keegra: Weapons - , Armour - , Other - Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Belt of Monk Training(+1Dam when unarmed), Health 26/22
Xiv'riit: Weapons – Spork(+3), Armour - , Other - , Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Health 25/28
Kali: Weapons - Deer Shot(+3, Deer Fling), Armour - Leather Armour(+1), Other - Deer Fling (Once per room, you may fling a Deer instead of a stone at an enemy. This does +1D8 damage, and the difference between the offence and defence scores (either way) is taken as damage by the Deer. If it survives this it stays around as a permanent companion following your orders), Health 16/12
Yeleni: Weapons - Quarterstaff(+2), Armour - , Other - , Health 30/26
Priya: Weapons - Monk's Spade(+2), Armour - Banded Armour (Heavy, +4), Other - , Health 19/25
Davug: Weapons - Mace(+2), Longsword(+1), Armour - Studded Leather Armour(+3) Leather Armour(+2, Not Used), Other- , Health 25/26
Shaban: Weapons - , Armour - Leather Armour (Light +2), Other- , Health 3/7
Loot in Room 4: Scale Mail(Mail. +3), 2 Leather Armour(Light +2), Mace(+1). Zombie 3