Subject: Round 14 - When in doubt, pull out all the stops.
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Posted on: 2016-12-23 23:43:44 UTC

Virro: (10 + 2 Cir = 12) You successfully raise the Zombie, and with a burst of magic you make it stronger than before. You almost feel like you want to laugh as your new creation stitches itself back together and begins to flex its muscles and bend down to pick up the Mace on the floor. Amidst your triumph you fail to notice the Zombie Lord gain a bit of sentience, unknown to you it remembers what happened to it before and wishes to break free of your control. Either way you have become better at raising the dead through this. Gained Zombie Lord (Rolls 2D6 every round independent of its action, on a 2, 3 or 4 it breaks free of its control and becomes hostile to Virro) Necromantic Genius (+2 Cir when trying to raise undead).

Evard: ()

Uriel: (4) You realise that with potential enemies next door, making tea now is not a good idea.

Keegra: (9) You stand by the door, ready to jump out at anything that comes through it. (+1 Cir against anything that comes through the door next turn).

Xiv'riit: (9) You watch the Zombie as it arises anew, and you make careful consideration of exactly where it's weaknesses are, and what it is like. (+2 Cir when interacting with Zombie Lord).

Kali: ()

Yeleni: ()

Priya: ()

Davug: (10) You go and stand guard with Keegra, no longer hiding the fact that you admire her and the way she fights, so much so that you are actually more confident now when you are in a fight with Keegra. Admirer(+2 Cir when fighting alongside Keegra)

Shaban: ()

Zombie Lord: (7) Picking up the mace in your hands you feel ready to do some damage, you also notice a piece of Scale Mail lying around and decide to take it to provide you with more protection than just your skin. (9) You cannot shake off your loyalty to Virro and so still feel like you must obey his command.

Characters:

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, Zombie Lord, Necromantic Genius (+2 Cir when trying to raise undead), 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), (+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- , Health 3/7

Zombie Lord: Weapons - Mace(+1), Armour - Scale Mail(Mail. +3), Other- (Rolls 2D6 every round independent of its action, on a 2, 3 or 4 it breaks free of its control and becomes hostile to Virro), Health 27/27

Loot in Room 4: 2 Leather Armour(Light +2),

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