Second voyage
Vethalia Pixeldust rush through the combat and cast her spell. A spiritual creature is revealed behind the soldier. Its sinister focus is still on the soldier.Everyone stops what they are doing and the deck is quiet for a heartbeat.
Then a voice is heard from below: THE PRINCE HAVE BEEN MURDERED!!
Arrest everyone! Bellows the sergeant, but there is panic in his voice.
He curses under his breath, "What is that?" not expecting an answer and returning his attention to the enemy to see what happens next.
Thou hast unveil’d me, fools, and lo - thy doom is come.
I shall drink deep of thy fear and feast upon thy dreams.
No dawn shall find thee, for thou art mine to torment.
Wake or sleep, it mattereth not - thy world is now my nightmare.
The soldier next to the spirit faints - properly from fright.
Somewhere else a hidden door opens and huge armored man steps out into the archive.
He starts flying towards the fear creature, "Or not if we can agree that we're on the same side."
Flying up above the creature, he sends his blade spinning towards it, intending to kill this time.
That should hit (with Fear unfortunately) as it shows the duality dice at their most extreme. rolling damage, I assume an unconscious not quite ally doesn't let me use sneak attack dice...
Rolls
Attack - (2d12+5)
(112) + 5 = 18
Damage - (2d8+3)
(36) + 3 = 12
A wall of fire bursts forth from the diminutive woman's fingers.
Recall Cost: 2
Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.
Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.
Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.
Rolls
Knowlegde - (2d12+2)
(63) + 2 = 11
Dmg - (2d6)
(23) = 5
Rolls
Sneak attack - (2d6)
(44) = 8
The archers fire into the spirit but either they don't connect or its unfazed by the arrows.
The sergeant and the other soldiers rush up to fight the evil spirit with the rest of you. But the sergeant falls screaming after the spirit gave him a look. One of the soldiers stops to help his sergeant and soon it all he can do to stop his friend and commander from tearing his own eyes out.
The spirit makes a casual swipe at Talin as it turns its attention to the next nuance.
Somewhere else, a helmeted face looks up, gazing towards the sky. It has been so long since the cosmos was to behold.
Rolls
Spirit @Talin diff13 - (1d20+1, 3d4+1)
1d20+1 : (18) + 1 = 19
3d4+1 : (323) + 1 = 9
Rolls
Attack - (2d12+5)
(114) + 5 = 20
Damage - (2d8+3+2d6)
(81) + (25) + 3 = 19
Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.
Rolls
Knowlegde - (2d12+2)
(82) + 2 = 12
Dmg - (1d8+2)
(2) + 2 = 4
Rolls
Attack roll - (2d12+3)
(101) + 3 = 14
Damage (Mag) - (2d8+7)
(71) + 7 = 15
If success with hope, additional damage from Forceful Push - (1d6)
(1) = 1
Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.
Rolls
Knowlegde - (2d12+2)
(81) + 2 = 11
Damage if I hit. - (1d8+2)
(1) + 2 = 3
The bolt connects and blood is spilt over her nice fine white robe.
She returns the favour with a ice blast that kills the archer.
As the body sags to the deck, the evil spirit stands there, grinning at your shocked expressions.
Rolls
Attacking - (2d12+5)
(311) + 5 = 19
Damage - (2d8+3)
(53) + 3 = 11
Sneak Attack (if it can be applied) - (2d6)
(42) = 6

