Subject: Round 15 - Perhaps it's a bad idea to use other people's Zombies...
Posted on: 2016-12-27 23:20:56 UTC
Virro: (10) You notice something is slightly off with the Zombie Lord as you watch it go. Suspecting the worst you turn and loose your bow at it, hoping the attack will at least slow it down.
Fight!: (Virro gets (19 +2 Dam +1 Cir = 22) vs Zombie Lord gets (16 + 6 +3 Arm = 25) Zombie Lord wins by 3). Unfortunately for Virro, the arrow just pings off of the Zombie Lords armour and you watch in dismay as it gets within range to strike you down.
Uriel: (5) You pull off what you think is a wonderful accent. Unfortunately those on the other side don't seem to be able to understand what you said in it. The door opens a crack, and you notice a Dwarf looking through the crack in the door, he seems to see the Zombie Lord and then slams the door shut in your face before anything else can be said. You don't hear anything else from the room.
Keegra: (8) You notice the Zombie Lord making its charge just in time and decide to counter-charge it. Never one to miss a battle you go in all fists flying.
Fight!: (Keegra gets (16 + 5 Dam + 1 Cir = 22) vs Zombie Lord gets (5 + 6 + 3 Arm = 14) Keegra Wins, Zombie Lord loses 5 Health. Second attack, Keegra gets (13 + 5 Dam + 1 Cir = 19) vs Zombie Lord gets (5 + 6 + 3 Arm = 14) Keegra Wins, Zombie Lord loses 5 Health. Third attack, Keegra gets (17 + 5 Dam + 1 Cir = 23) vs Zombie Lord gets (5 + 6 + 3 Arm = 14) Keegra Wins, Zombie Lord loses 6 Health.) You smash into the Zombie Lord and throw punches left and right, weakening it severely.
Xiv'riit: (6) You hear the voices trying to work out exactly what Uriel said, but after the door has been opened a crack and then promptly shut again you cannot hear anymore, they have obviously moved away from the door and so you can no longer hear them.
Davug: (3) You watch as the Zombie Lord heads for the door before turning around and charging straight at Virro. You freeze with indecision, not entirely sure what to do.
Shaban: (10) You head into the other room and find a weird black robe on one of the armour stands, picking it up you realize it is magical,but there is no way to know exactly what it does until someone wears it. And seeing as your master did not tell you to wear it you won't. Gained Necromancers Robe (+1 Armour, Other Effects)
Zombie Lord: (12) You start to walk away from Virro. (4) As you do you feel his control over you slipping and you feel free to wreck your revenge, first on Virro then on anything else in your way. With your rage all you can focus on you turn and charge at your former master (+2 Dam in this round of combat). Your hatred of all things living also bubbles through as your limited mind plans to slaughter everything you can (+3 Dam against other Living beings). Mid-Charge you notice an arrow from your former master bounce off your armour and your eagerness to slay him only increases. Whilst your charge is successful, it has put strain on your new body and part of it fails to take the strain. As you lift your off arm to strike down with the Mace it flies off, your undead body now less one limb. (-3 Inj 2 Turns Remaining), fortunately you keep your Mace in the other hand and can still hit with it.
Fight!: (Zombie Lord gets (15 + 6 Dam -3 Inj = 18) vs Virro gets (7 + 5 + 1 Cir = 13). Virro loses 5 Health.) Mace in hand, the Zombie Lord manages to use it against the cowering Virro, even without one of its arms. Still a threat, it ignores the blows raining down on it from Keegra behind and focuses on Virro in front of it.
Virro: Weapons - Shortbow(+2) Quiver(36 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, Zombie Lord, Necromantic Genius (+2 Cir when trying to raise undead), Health 25/26
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 - 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.), Knife-Hand (+2 Dam when Unarmed, Can only hold items with one hand.), Club(+2, Not used) 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), (+2 Cir when interacting with Zombie Lord), 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- Necromancers Robe (+1 Armour, Other Effects, Not Used) , Health 3/7
Zombie Lord: Weapons - Mace(+1), Armour - Scale Mail(Mail. +3), Other- One Arm (Cannot use Two handed weapons, or a second weapon/shield (-3 Inj 2 Turns Remaining)) Hatred of the Living (+3 Dam against other Living beings), Health 11/27
Loot in Room 4: 2 Leather Armour(Light +2),