Trial by Fire

load previous
Apr 17, 2026 4:31 am
Merik gets in front of his companions, gripping the warhammer tight. He's not sure if it'll damage the creature, but he only needs long enough for the brigade to make it's way down. Water should do the trick. He hopes.
OOC:
I'll take phase 1
Last edited April 17, 2026 4:39 am

Rolls

Initiative - (1d20)

(8) = 8

Apr 17, 2026 11:58 pm
OOC:
Round 1
Phase 1 Merik
Phase 2 Flame Kin
Phase 3 Filbur
Phase 4 Gretel then Flame Kin
Phase 5 Jormund
OOC:
Note: Initiative is either roll a d20
OR
We go in Phases, counting up from 1.
I have chosen Phases instead of a Die Roll. Makes it easy.
OOC:
Note 2: Merik is first. He goes on Phase 1
On a Turn: When your phase arrives, you can do ONE of the following...

• Make a 6" move
• Perform an action, attack, or cast a spell
• Hurry to perform an action AND move. Enemies gain +5 ATK against you for the ensuing round
• Small, arm’s-length side-step movements, talking, or consuming edibles take no time.
Apr 18, 2026 7:03 pm
OOC:
do i need to move up to the creature or is it already within melee range? Either way, I'll attack and roll damage.

Rolls

Attack (Warhammer) - (1d10)

(9) = 9

Stun - (1d6)

(2) = 2

Apr 18, 2026 10:20 pm
OOC:
The Flame Kin is within melee range, no problem attacking this round. Nasty hit (7+): Stunned for 2 phases!
Apr 18, 2026 10:24 pm
Merik hammers the Flame Kin hard enough to stun the creature!

Filbur is up next!
umbraldragon says:
OOC:
Round 1
Phase 1 Merik
Phase 2 Flame Kin Stunned this phase!
Phase 3 Filbur
Phase 4 Gretel then Flame Kin
Phase 5 Jormund
OOC:
Note:
On a Turn: When your phase arrives, you can do ONE of the following...

• Make a 6" move
• Perform an action, attack, or cast a spell
• Hurry to perform an action AND move. Enemies gain +5 ATK against you for the ensuing round
• Small, arm’s-length side-step movements, talking, or consuming edibles take no time.
Apr 18, 2026 10:40 pm
Fudge quickly runs up Filbur's leg and hides in his jacket.

Filbur knows he's not the best fighter even on a good day. And looking at the flaming creature he doesn't really want to get too close. So he runs towards the villagers with buckets of water to take one that he'll be able to use later.
OOC:
I'm doing a run action to get to a bucket of water.
Do I need a full action to grab the bucket? If so I'll use "hurry"
Apr 18, 2026 11:07 pm
OOC:
You can have a bucket of water in hand and you are within melee range. A Bucket of Water as a weapon will do 1d8 damage. In addition, on 6+ damage, cause stun for 1d4 phases.
Apr 19, 2026 11:18 am
OOC:
Alright. I'll attack on my next turn then.
Apr 20, 2026 3:17 am
OOC:
You can do it now or you forfiet your action this round.
Apr 20, 2026 6:55 am
OOC:
Ah I think I misunderstood. I thought I used my move action to get the bucket and get back in melee range, ready to attack next round.

But if I already have it then I will attack.
Filbur takes a small step aside to avoid splashing Merik and hurls the water onto the flaming creature.

Rolls

dmg - (1d8)

(7) = 7

stun (if dmg > 6) - (1d4)

(2) = 2

Apr 21, 2026 12:49 am
OOC:
Round 1
Phase 1 Merik
Phase 2 Flame Kin Stunned this phase!
Phase 3 Filbur (Flame Kin Stunned)
Phase 4 Gretel then Flame Kin (now stunned again)
Phase 5 Jormund (Flame Kin Stunned)


Note:
On a Turn: When your phase arrives, you can do ONE of the following...

• Make a 6" move
• Perform an action, attack, or cast a spell
• Hurry to perform an action AND move. Enemies gain +5 ATK against you for the ensuing round
• Small, arm’s-length side-step movements, talking, or consuming edibles take no time.

Phase 4: It is now Gretel's turn.
Apr 21, 2026 5:46 pm
"You might want to cover your ears." Gretel says calmly and begins mumbling some incantation.

Shortly after, she unleashes a purple bolt of arcane lightning on to the flaming being. It is accompanied by a deafening crack that almost shatters the nearby windows.
OOC:
Casting Hexbolt on Fireguy for d8 dmg. Gretel can only move on her next turn.

Rolls

Hexbolt - (d8)

(2) = 2

Apr 22, 2026 9:46 pm
OOC:
Great, Jormund is next in phase 5. Apologies for not posting yesterday, work had me swamped.
Apr 23, 2026 10:29 pm
Perhaps I shouldn't have put so much stock in my fireball spell, Jormund curses inwardly; it was his only damaging spell and it was nigh on useless in this situation. He rushes forward, weaving arcane incantations as he approaches Merrik and lays his palm on the man's back, suffusing his body with a flash of bolstering energy. "Hard as stone!"
OOC:
I rush forward and cast Armor on Merrik.
+3 Armor for 6 phases. (Max duration from Wizard Savant)
Last edited April 23, 2026 10:32 pm

Rolls

Wizard Savant - (1d20)

(5) = 5

Apr 24, 2026 1:41 am
OOC:
Ha! dam fine roll sir! Maxed out indeed. :)
Apr 24, 2026 1:44 am
OOC:
We are at Round 2
Choose your phase. Remember I am starting at Phase 1 and moving through Phase 5, so no need to ROLL Initiative.

Round 2
Phase 1
Phase 2
Phase 3
Phase 4
Phase 5


Note:
On a Turn: When your phase arrives, you can do ONE of the following...

• Make a 6" move
• Perform an action, attack, or cast a spell
• Hurry to perform an action AND move. Enemies gain +5 ATK against you for the ensuing round
• Small, arm’s-length side-step movements, talking, or consuming edibles take no time.
Apr 24, 2026 1:45 am
The Flame Kin is a little less "Flamy" since it's taken a beating and has not been able to retaliate!
Apr 24, 2026 4:15 am
OOC:
I'll grab phase 1 again
Bolstered by Jormund's spell, and noticing the flame creature dim a bit, Merik presses on the attack with another vicious swing.

Rolls

Attack (Warhammer) - (1d10)

(9) = 9

Stun (7+) Phases - (1d6)

(2) = 2

Apr 24, 2026 6:52 am
OOC:
@umbraldragon I don't think we're supposed to choose a phase every round. If I understand the rulebook correctly we stick to the chosen phase for a full combat. (Of course this is at the GM's discretion :) )
The rulebook says:
There are no ‘held actions’ here (as in many RPGs), and your phase is locked for the encounter once chosen, so choose with intent!
Also wow, I'm feeling bad for the flamekin here. It's been stunned since combat started :D
Last edited April 24, 2026 6:53 am
Apr 24, 2026 7:35 am
OOC:
If we're sticking to the phases from last round, I believe it's Filbur's turn since the enemy is stunned again on phase 2.
If not, feel free to disregard this post or move it to where it fits.
Filbur watches his companions pummel the creature with might and magic alike. This is exactly why he decided to stick with them in the first place. The people were reliable and that's something Filbur could use in his life. It almost brings a smile to his always surly face.

He takes a quick second to look around and see if any other enemies have shown up. Since this one seems to just be standing there, he's starting to worry that it might be a distraction for something bigger.

He decides to focus on the threat in sight and swings his now empty bucket at the creature, hoping it's damp enough from the water that was in it before to not catch fire.
OOC:
What DC am I rolling against for a straight up melee attack?
I'm guessing it's a D4 dmg item
Last edited April 24, 2026 7:42 am

Rolls

bucket attack VS DC??? - (1d20)

(19) = 19

dmg - (1d4)

(1) = 1

load next

You do not have permission to post in this thread.