Castle of the Robber Knight
Rolls
WIL - (1d20)
(6) = 6
Fear damage - (1d8)
(4) = 4
rock damage if not already added - (2d6)
(21) = 3
Wight
Orla
Wight
Aodhan
Wight
Makander/Bastonn
Aodhan - 5
Bastonn - 10
Makander - 8
Orla - 3
Wight - 2
Wight - 4
Wight - 6
Watching as Makander resists the fear effect of this wight, this undead Baron, the creature howls in rage and gestures once again to send the Mallard flying towards the back wall! There is a sickening crunch as the duck hits the wall and slumps down, prone.
Death Roll: On your turn in each subsequent round, you must make a death roll – a roll against your CON. The death roll cannot be pushed if that optional rule is used. Record the results of your death rolls on your character sheet. After three successful death rolls you recover D6 HP and stop making death rolls. After three failed death rolls, your player character dies. Rolling a dragon counts as two successful death rolls, and rolling a demon counts as two failures. If the combat ends, keep counting rounds until all death rolls have been made. Any failed death rolls are reset if you survive.
Rally: Another player character within 10 meters and earshot can PERSUADE you to rally and keep fighting despite having zero HP. This counts as an action. If you rally, you can continue acting as normal, but must keep making death rolls as described above. You can even try to rally yourself, rolling against your WIL with a bane (instead of PERSUASION).
Wight
Orla
Wight
Aodhan
Wight
Makander/Bastonn
Aodhan - 5
Bastonn - 10
Makander - 8
Orla - 3
Wight - 2
Wight - 4
Wight - 6
Rolls
Attack
Distance/Damage
note: can't remember if a tie fails or succeeds
Rolls
Rally attempt (14) - (2d20h1)
(314) = 14
Rolls
Bows Check (TN=14) - Roll - (1d20)
(18) = 18
Longbow - (d12+0+d6)
(1) + (5) = 6
Play-by-Post makes reactionary things like that tricky, so feel free to butt in!
Rolls
Spend 1 WP to retain initiative and attack with Long Spear - Spears (14) - (1d20)
(12) = 12
Damage - (2d8+1d6)
(83) + (5) = 16
One more good hit should do it! Aodhan, you're up!
Initiative
Wight
Orla
Wight
Aodhan
Wight
Makander/Bastonn
Aodhan - 5
Bastonn - 10
Makander - 8
Orla - 3
Wight - 2
Wight - 4
Wight - 6
Rolls
Attack
Damage
Rolls
Dodge Wight’s attack - Evade (12) - (1d20)
(6) = 6
✦ Prerequisite: Elementalism
✦ Requirement: Word, gesture
✦ Casting Time: Action
✦ Range: 20 meters
✦ Duration: Instant
The spell sends a fireball from your hand or focus at the target. The fireball can be dodged or parried as a ranged attack. The fireball inflicts 2D6 damage on a hit and sets fire to flammable objects. Each power level beyond the first increases the damage by D6 or creates another fireball that hits another target within range.
Rolls
Elementalism Check (TN=14) - Roll - (1d20)
(14) = 14
Damage - (2d6)
(42) = 6
The Wight is instantly engulfed in flame! Thick smoke erupts from its form, as it is reduced to ash before your very eyes! Soon, nothing but charred armor and a pile of glowing embers remains. That, and a large morningstar.
What do you do?!
Second successful save
Rolls
Death Roll (16) - (1d20)
(3) = 3
Rolls
Death Roll - CON (17) - (1d20)
(19) = 19
Death Roll - CON (17) - (1d20)
(4) = 4
Death Roll - CON (17) - (1d20)
(2) = 2
Death Roll - CON (17) - (1d20)
(12) = 12
Healing from Death - (1d6)
(2) = 2
Saying to no one in particular:
"That was quite the scrap, wasn't it? Hoho, yes sir indeed, quite the scrap."
Rolls
Healing Check (TN=14) - Roll - (1d20)
(19) = 19