Turn 6. Weht seems to not like us anymore. New rule: If you’re specifically trying to get initiative over somebody posting above you, I shall consult The Holy Coin of Death.
The dice did not favor Weht this turn.
(Heads!)
Shoruke –
| Shoruke noticed Digital’s spell, and attempts to cast it at Lear.
| Lear becomes buried up to his feet.
| Shoruke is almost as surprised that his spell worked as Lear is. (-1 to Shoruke next action)
Unharmed.
No left arm
-1 to next action
Skills:
{meditation} – 1/2 xp
Dabbling Lightning Magic- 1/4 xp
{speed} – 1/2 xp
{earth mage} – 1/2 xp
Spells known:
Lightning Bolt – -1 to accuracy and damage, ignores armor and shields. Lightning Magic
Melt Earth – -1 to accuracy Attempts to partially bury the target in the ground. Earth Magic.
Inventory
Staff - +1 to magic
Cloth robes
Healing herbs
Lear –
| Lear is too distracted by digging his feet out of the ground to attack this turn.
Unharmed.
Skills:
Dabbling Swordsman - 0/4 xp
Inventory
Broken Short Sword
Broken Blade
Leather armor
Buckler - + 1 to dodge
Errol –
| Errol SMASH!
| Weht doesn’t even try to duck out of the way of the blow. Being encased in dirt has that effect on somebody.
Unharmed.
Skills:
Dabbling Dirty Fighter – 3/4 xp
Inventory
Flail - +1 to damage
Studded Leather armor - +1 to toughness
Kite Shield
(Heads!)
Dragooble –
| Dragooble grabs the fallen staff, but hits himself in the head with it while picking it up.
| Dragooble isn’t even bruised, but the staff is damaged.
Unharmed.
Skills:
Dabbling Archer – 1/4 xp
Dabbling Thief – 0/4 xp
{Knife Fighter} – 1/2 xp
Inventory
Short Bow - +1 damage
28/30 arrows in quiver
Leather armor
Digital –
| Digital grabs the staff away from Dragooble, creates a large Freeze Orb, and throws it at Dragooble.
| Realizing that he would get frozen as well as Dragooble, Digital quickly swats the Orb away.
| The orb lands on Weht, and freezes him.
| | The bruises fade.
| Digital has learned how to make this spell more powerful, removing the damage penalty.
Unharmed
Skills:
Dabbling Protective Mage – 0/4 xp
Dabbling Ice Mage – 1/4 xp
{healer} – 1/2 xp
{earth mage}- 1/2 xp
Spells known:
Shield - +1 toughness for 1D6+1(2-7) turns. Protective Magic.
Improved Freeze Orb – Freezes the target in place for 1-3 turns, or until broken. Ice Magic.
Cura – Restores 1-3 levels of health and/or bleeding (Bleeding takes precedence, and counts as a health level for the purposes of this spell) Healer
Melt Earth – -1 accuracy, Attempts to partially bury the target in the ground. Earth Magic
Inventory
Staff - +1 to magic rolls, cracked
Leather armor
Buckler - +1 to dodge rolls
Weht[GM Control] -
| Weht looks sadly at Errol, as if to ask “Why?”
Severely Wounded (-2 to rolls)
Prone (-1 to actions, -1 to dodge roll. Can get up as a free action, with a roll. If the roll fails, the turn fails.)
Semi-Buried (-1 to actions, -1 to dodge roll. Can’t walk/run/crawl/etc until free).
Frozen (-1 to actions involving movement), 3 turns remain
Skills:
Dabbling Hammerer – 1/4 xp
Inventory
Two Handed War hammer + 1 to hit, +2 damage
Leather armor