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<blockquote data-quote="drothgery" data-source="post: 3743470" data-attributes="member: 360"><p>(sorry this is taking so long; you guys managed to take about the most direct route possible to the airship, so most of the bad guys were still alive when you got there)</p><p></p><p><strong>Initiative</strong></p><p>Grant 22</p><p>NPC Allies 20 (probably irrelevant; working on repairs)</p><p>Human Musketeers 17</p><p>Horace 8</p><p>Dolgrim Crossbowmen 7</p><p>Quaen 4</p><p>Doc 3</p><p></p><p><strong>Round 11</strong></p><p>Grant, not unsurprisingly, does detect the presense of evil here.</p><p></p><p>Neither the musketeers nor their leader seem to have noticed him yet, as they fire another three futile shots at Quaen and Horace. Horace's return shot was more successful, though not fatal. But when Quaen's ghostly dark hand touched the same target, he fell; three more futile crossbow shots providing little distraction.</p><p></p><p><strong>Round 12</strong></p><p>Grant detects 11 evil auras, one of them strong, from the thugs and their remains (note that that's one less than the number of bad guys and corpses up here). Only one of the thugs is able to take a shot this round, as the leader disdains reloading for his men, so only the tech could manage. Fewer shots didn't improve accuracy, though.</p><p></p><p>Horace, on the other hand, hit again. And again, combined with Quaen's magic, it was sufficient to fall a musketeer. And again, the dolgrim crossbowmen were more a nuisance than anything else.</p><p></p><p><strong>Round 13</strong></p><p>Finishing his analysis, Grant now senses lingering evil auras on the bodies of the musketeers, and a faint evil aura on the remaining musketeer. The leader, though, seems to have a strong evil aura.</p><p></p><p>The last musketeer wasted a shot, before being hit by Horace's return fire. The dolgrims again failed to do more than harass. And Quaen's <em>charnel touch</em> was, again, enough to take the man down.</p></blockquote><p></p>
[QUOTE="drothgery, post: 3743470, member: 360"] (sorry this is taking so long; you guys managed to take about the most direct route possible to the airship, so most of the bad guys were still alive when you got there) [B]Initiative[/B] Grant 22 NPC Allies 20 (probably irrelevant; working on repairs) Human Musketeers 17 Horace 8 Dolgrim Crossbowmen 7 Quaen 4 Doc 3 [B]Round 11[/B] Grant, not unsurprisingly, does detect the presense of evil here. Neither the musketeers nor their leader seem to have noticed him yet, as they fire another three futile shots at Quaen and Horace. Horace's return shot was more successful, though not fatal. But when Quaen's ghostly dark hand touched the same target, he fell; three more futile crossbow shots providing little distraction. [B]Round 12[/B] Grant detects 11 evil auras, one of them strong, from the thugs and their remains (note that that's one less than the number of bad guys and corpses up here). Only one of the thugs is able to take a shot this round, as the leader disdains reloading for his men, so only the tech could manage. Fewer shots didn't improve accuracy, though. Horace, on the other hand, hit again. And again, combined with Quaen's magic, it was sufficient to fall a musketeer. And again, the dolgrim crossbowmen were more a nuisance than anything else. [B]Round 13[/B] Finishing his analysis, Grant now senses lingering evil auras on the bodies of the musketeers, and a faint evil aura on the remaining musketeer. The leader, though, seems to have a strong evil aura. The last musketeer wasted a shot, before being hit by Horace's return fire. The dolgrims again failed to do more than harass. And Quaen's [I]charnel touch[/I] was, again, enough to take the man down. [/QUOTE]
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