A slavering, berserk undead servitor screams in front of Diana, as Bobby stands over the remains of its counterpart. The thin necromancer commands the entrance, facing the hallway that he filled by conjuring thick webs to entrap Hank, with Sheila pulling at the strands to help him free.
Quick! Bobby! Try to wear this one down together! Match my rythym! This is ONE...!
STAVES (14), rolls a ⬙(13) = Hit!
Damage 2D8 (4,1) + Damage Bonus D6 (5) = 10 bludgeoning - armor (2) = 8, even tho it's at 0, technically
The Rose Bearer collapses again into a heap of bones and limbs.
On Diana's shouted "AND TWO...!", the zombie re-forms and rises once more in front of Diana...
Uhhh~nnnnnnn...
And THREE!
CLUBS (15), rolls a ⬙(11) = Hit!
Damage 2D8 (7,6) + Damage Bonus D6 (3) = 16 bludgeoning damage - armor (2) = 14, but again, it's at zero anyway...
CRACK!
The minion falls where it stands one more time. ... And once more time it rises.
At the same time, the pile of minion that Bobby created moments before also re-forms. Together, they stand, flanking the two heroes, and roaring in their fury.
**RAOR!**
Oh, my god! Seriously?!
Hank! ... Push!
Some ambush this turned out to be!
Hank's EVADE (14), rolls with a boon from Sheila's HELP, a (18, 9) = Success!
**Cough** **cough**
Sigh. Naturally. What a pain you both are.
ROUND FIVE, draw for Initiative.
🎴(5)
🎴(7)
🎴(9)
🎴(4)-->(8)
🎴(8) -->(4)
🎴(3)
**RAOR!**
Shambling's BRAWLING (12), rolls with a boon from BERSERK, a (14, 7) = Hit! v Bobby
Shuffling's BRAWLING (12), rolls with a boon from BERSERK, a (4,18) = Hit! v Diana
Bobby's parry with CLUBS (15), rolls a (4) = PARRY!
Diana's parry with STAVES (15), rolls a (9) = PARRY!
Wait for an opening...
Are you okay? Hank? This stuff... Hank, you okay?
Yes, fine! Sheila! Be careful! Look!
"Per omnia quae impia sunt,
Crescat frustratio mea!"
(snapping to attentively stare at Hank)
Now, you! Feel the pain of the old "razzle-dazzle-"
(he points a bony finger at Hank with one hand, sending bands of energy outward)
BESTOW CURSE (PL2): Necromancer's MAGIC (15), rolls a ⬙(4) = Hit! Opposed by Hank's WIL (16) = 10... lowest (4) wins! Hank = Dazed
"Et super te totum erumpere!"
and the old "beat 'em up BOOM!"
ARCANE BLAST (PL1): Necromancer's MAGIC (15), rolls a ⬙(2) = Hit!
Ah! Hank! Move!
Hank's EVADE (14), rolls with a bane from DAZED, a (15, 9) = Fail!
Damage 2D6 (1,5) = 6 meters pushed and damage - armor (1) = 5 damage
**Uhnngh!**
Ooh-hoo-hoo! He can fly! Hee hee!
Oh! Enough of this.
(to Hank)
Hank, you'll be alright?
(without waiting for a reply, she pulls her hood over her head, becoming invisible; her outline crosses the hallway, under the nose of the necromancer and
into the Circle room)
Sheila's SNEAK (14), rolls with a bane from CURSED + boon from INVISIBLE, a (3) = Success!
ROUND SIX, draw for Initiative.
🎴(1)
🎴(9)
🎴(2)-->(10)
🎴(10)-->(2)
🎴(4)
🎴(8)
Don't worry, Diana! It's like Whack-a-Mole back home!
CLUBS (15), rolls a ⬙(6) = Hit!
I'm not going to bother with damage, as it's at zero anyway...
**Yee-RKK!**
Nice!!! I think if ya hit it enough times, they stay down for good!
Gotta buy Sheila some time...
(to the necromancer)
Hey! Skinny! Over here! I'm getting ready to shoot you...
(under his breath)
What a complete, yet not entirely un-handsome, imbecile.
Okay, okay... Ah! That might work...
Invisbily, Shield crosses to a thick candle being used in the arcane design on the floor.
The candle floats by her unseen hand to the base of the necromancer's giant spell book. The flames start to lick the edges of the pages.
Hey! Magic Dude! Is it okay if I burn this?!
(turning to look into the Circle room)
What? What do you--
NO! My lovely spell book!
(sweeping his hands in arcane gesture)
"Exstingue!" "Exstingue!!!"
IGNITE (Magic trick): Necromancer's MAGIC (15), rolls a ⬙(16) = Fail! 🤣
A magic wind feebly tries to snuff the flame catching the book, but the fire continues to grow.
The necromancer runs into the room and snatches up the giant book, blowing at the flames in vain.
The remaining minion continues its berserker rage against the heroes.
AAARGH! AAARGH!
Shuffling's BRAWLING (12), rolls with BERSERK a (12, 3) = Hit vs. Diana -
Diana's parry with STAVES (15), rolls a (5) = PARRY!
Well, here is where all the action is, isn't it?
BOWS (14), rolls with a bane from DAZED, a ⬙(17, 6) = Miss!
Arg!
ROUND SEVEN, draw for Initiative.
🎴(2)
🎴(9)
🎴(1)
🎴(10)
🎴(4)
🎴(5)
Gotta-- clear my head!
Hank's WIL (16), rolls a (6) = Success! Removed the Curse of Daze
Glad to see you could join the fun, Hank! Watch this!
CLUBS (15), rolls a ⬙(10) = Hit!
I'm not going to bother with damage...
**Yerp!** Ughh....
No! My minions! You know how long it takes to marinate a Blood Rose Bearer?!
(looking again at his book on fire)
Oh!!!
V"Exstingue!" "Exstingue!!!"
IGNITE (Magic trick): Necromancer's MAGIC (15), rolls a ⬙(6) = Success!
With exasperated delight, the necromancer giggles that his book is finally saved, despite a large portion of it damaged.
And... you probably won't be needing *this* anymore.
Diana picks up the recently-collapsed minion's head, and using her Staff as a bat, knocks the head out of the room with a *CRACK!*
No! No, stop!
Oops.
Oh! My magic stuff! I need that!
Oh... Stop!
(nearly in tears)
Stop! Stop it all! I surrender! I surrender...
What?! Ah, jeez...
While looking at the whimpering necromancer, a Black Rose Bearer begins to re-form behind Bobby, and without a backward glance, Bobby flicks his club backward to tap the minion, who shatters to the floor once again.
continued 8.15 Battlements . . .
GM FOOTNOTES:
Hmmm. That "Tough" Heroic Ability for the Blood Rose Bearers was nasty. Essentially, it gives them 3x the HP because they can pop up even if it's a zero HP and soak up initiative actions that could go to the other baddie.
I think the last chapter I did it wrong, as it should have taken a complete action to Rally, it's just that the HA allows them to do it automatically/without a die roll. I changed that here, which allowed me to play with the movement for Bobby a bit.
Side note-- Heroes need an area attack! Maybe another Heroic Ability that lets them strike multiple opponents if they are all within Arm's Length or something. Like a sweep attack.
Actually, I'm not sure if I needed to roll for the magic trick, as I'm used to cantrip-like spells being more or less automatic. But damn if it didn't lead to something/cool when he failed. Sheila essentially uses no weapons, so coming up with things for her to do makes this quite interesting.