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🍁Nine Ancient Obelisks

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#8822
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- Because risking the secrecy of this unit's movement is unacceptable within the objectives of this mission. The probability of detection near the coast is very high. 
—Let's hope so. Well then, let's break down what you've told us piece by piece... —Asmidul retrieved his much-abused diary-notebook.

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- Stage 1: reach the walls (x3 33% chance of encountering scattered zombies). 
—Are these regular city zombies? Do they still infect on bite or not anymore?
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- Stage 2: descend from the walls (a climbing hook is required in the secondary slot).
—Will the administration provide climbing equipment, or do we need to purchase it somewhere?
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- Stage 3: immediately after descending, fight through the remnants of Aristocrius's army, which have been left without command.
—Should we expect only zombies, or something "unique"? Does "fight through" mean clearing them out or escaping to the other side of the map?
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- Stage 4: clear the location of wild beasts. 
—Should we prepare for the threat of necro-wolves and necro-bears?
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- Stage 6: cross the highway (80% chance of encountering Harran forces).
—That sounds rather high. Do we have any idea what these forces might roughly consist of?
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- Stage 7: traverse the wilderness (here there is a chance of meeting the so-called Grim Reaper, one of the anomalies of the Harran Empire, which has a habit of attacking all living things; very little data exists on it, but combat confrontation is not recommended). 
—Could the library have information on the Reaper, or have our archives already been checked?
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- Stage 9: traverse the mountainous terrain. 
—Is anything special required? Possible dangers?
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💀 - encounter with hostile undead
—Do any of our frontline veterans have records of undead types and their approximate characteristics? Surely the guys have encountered a lot already.
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🥾 - 20% chance of losing your life; otherwise, loss of a random item from inventory or equipment
—Is that 50/50, or does the first effect only trigger if the inventory is empty? What exactly takes your life — some kind of miasma that ignores protective gear and skills?
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🌑 - will save against zombification
—Not good... Aside from the potions we have left, is there nothing extra you can provide?
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Stage 15: reach the outskirts of the capital (100% chance of encountering Harran patrols for every 8 hours spent in this location, -10% chance per point of dexterity of the character with the lowest dexterity in the group).
—A magic suitcase would be handy right now... I take it encounters with patrols are extremely undesirable, or is survival possible?
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Stage 17: infiltrate the city (this should be possible as a result of the naval bombardment) and give Sicilia the opportunity to perform her magical ritual. 
—So it's unknown what to roughly expect in the city? It doesn't matter at which specific point the ritual is performed?
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Makes a large area uninhabitable for life, unlife, magic, and anything else whatsoever. Requires 5 AP and 5 hours to activate. 
—I understand... What will happen to the caster and her guard? How is our return planned, if it is planned at all?

—What else can you provide on your end? Provisions, equipment, gear?

Whatever