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1.8 Throwdown!

1.8 Throwdown!

Everyone needs a hand, plus you have a priority target all to yourself. It’s times like these that you’re glad you took those extra credits in discipline synergy. With a quick movement, you pull one of the snare enchantments you had ready loose. Charging the rune as you cast the slip of paper into the air, you’re already summoning a gust of air to waft the trap to its destination. The turkey and enchanted paper meet right where you predicted. What you did not predict was the turkey’s burned flesh sloughing off as the magical writing became corporeal and entangles it. The turkey lacerates itself to death in its panic. Not that you are watching, you’ve already slapped a speed rune against your chest and are pelting towards Lyrrica at an exponentially increasing rate as your spell takes hold.

You slap the other speed rune you prepared onto Lyrrica’s back. Normally charging two runes at once would be incredibly taxing. The boost of the Nexus makes the strain seem almost mundane against your reserves of stamina. As the turkeys charge, the two of you work the same sort of combinations that made short work of the first fight. Lyrrica tosses alchemical agents with rapid speed as you strike the liquids with the appropriate magical energies. None of the turkeys fall, but their advance is halted by the onslaught.

A loud clang draws your eye over your shoulder to where Mal is fighting. The long eared warrior is holding his own against his four opponents, but he’s hard pressed to keep them from surrounding him. Suddenly Horton enters your view as his group of turkeys can be clearly seen using force magic to counter his! The turkeys are trying to force the two into a corner and overwhelm them. A quick glance at Lyrrica is all it takes to get her approval for what you want to do.

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“Help them, I can manage.” She says, charging into the group of wounded turkeys.

You don’t want to get too far from Lyrrica, plus the leprechauns are still standing by on the stump, just in case another turkey tries to make a wish. They need protecting too as they channel magic into the seal that keeps you from coming to an abrupt end. The massive turkey has yet to move, so you take advantage and pull the two strength enchantments you made out. Concentrating hard, you waft the charged runes to your friends on twin wind spells. Both spells find their mark and the two men shudder as the energy enters them.

With his newfound strength, Mal wastes no time hacking clean through the leg of the turkey attacking him, talons and all. As the beast falls, the swordsman covers himself with his shield and delivers a finishing blow, taking care to stab through where the wishbone is and twisting his blade to ensure destruction. Horton calls out to his war buddy and the Nekon raises his shield over his head as he retreats and pivots to face Horton’s foes. Horton, in turn, vaults onto Mal’s raised shield and launches a surprise attack from above as the turkey's attempt to assault Mal’s turned back. A turkey takes a direct hit from one of Horton’s blasts, and once again the group is lost to your sight in a swirl of feathers.

You turn back to your own fight to see Lyrrica burying her knife in a turkey at the junction of the neck and body. Everything appears to be completely under control…

THUMP!

The giant turkey advances! It’s headed straight towards the leprechauns on the stump. Seamus and Patty both look nervous, but ready. Lyrrica and you still have three magic using turkeys to deal with. The guys are still fighting their group of five. Do you leave Lyrrica to it and try and head off the giant? Do you try and finish off your group so that you can help the others? You still have a snare rune left, but you don’t know what it could do against something that big.