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Bork scrambles into the room, eyes wide as he sees his noble construct slumped and sparking.
“Sir! No dying allowed! Not ‘til I say so!”
He skids to a stop, quickly lines up a shot, and looses an arrow toward the striped menace.
Then, with a sharp wrench-point to the exit, he shouts
“Duck and weave! Punch and scram!”
◆ Stride
◆ Strike Shortbow: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d6 + 1 ⇒ (2) + 1 = 3+2
◆ Command

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Exploit Vulnerability: 1d20 + 8 ⇒ (17) + 8 = 25
Success up to level 8. Counts as RK too.
Scripio dashes in, bouncing on top of the first two beds. He spots the blue warg and chides it. "Naughty warg!" He quickly ties the hair he took from Mikoceer to the end of his whip. The goblin lashes out with his whip to bring the warg to heel. "Human head lice for you!"
Attack vs Blue: 1d20 + 8 ⇒ (6) + 8 = 14
Nonlethal Damage: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7 +weakness or 3 (PA)
◆ Move
◆ Exploit Vulnerability on Blue (counts as RK on the warg too)
◆ Strike vs Blue
Nonlethal Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9 +weakness or 3 (PA)

Sir Good-Longshanks Armor Pants |

The battered knight lurches forward with one last dignified swing… then awkwardly pivots and stumbles back toward safety, gears grinding in protest.
◆ Strike Punch: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 B: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9 +2
◆ Stride

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Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Reflex, HP, T-Shirt: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Sir Good should get 5 less from the retributive strike. It's like Glimpse of Redemption (Damage Resistance) except I get to hit him back :)
Ironwolf yells in pain from the sudden cold. Growling, he swings at Blue to at least try to get rid of the threat.
+1 Longsword, OG: 1d20 + 9 ⇒ (19) + 9 = 28 for Slashing Damage: 1d8 + 3 ⇒ (8) + 3 = 11 Critical Hit: Double damage
He then turns and goes after Foroxicks before raising his shield.
+1 Longsword, MAP: 1d20 + 4 ⇒ (4) + 4 = 8 for Slashing Damage: 1d8 + 3 ⇒ (7) + 3 = 10 Critical Hit: Double damage
◆ Strike
◆ Whiff
◆ Shield up!
Retributive strike if someone is hit w/in 15'
Shield Block if he gets hit

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Norbwald Reflex vs Cold - mounted: 1d20 + 92 ⇒ (15) + 92 = 107
Leggy Reflex vs Cold: 1d20 + 11 ⇒ (17) + 11 = 28
Norbwald dodges the worst of it, as does his chair.
9 damage = 4 temp HP = 43/48 for Norbwald. 9 damage to chair = 31/40 for Leggy.
Norbwald turns his attention to blue.
Exploit Blue: 1d20 + 11 ⇒ (11) + 11 = 22
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
Success if level 6 or less.
And then swings twice.
Flickmace vs Blue: 1d20 + 10 ⇒ (16) + 10 = 26
B damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15
At least weakness 4
Flickmace vs Blue: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
B damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
At least weakness 4
Leggy then raises up its resting arms for protection.
Support Benefit Your legchair moves its limbs in the way of enemy attacks. You gain lesser cover from your legchair against all attacks, not just ones where the legchair would be in the way.
If Red is down, before either of those attacks, Leggy will move Norbwald within range of Red instead of supporting. (If it's after the first, no vulnerability for Red)