You give a warning cry, and the acrobat leaps from the cart with cat-like grace. But your captor is only a fraction too late - and instead of killing the acrobat his weapon grazes your arm. You scramble from the cart and call out for help, yelling that you've been kidnapped.
Deducted 1 LP (current LP: 11/12)
Suddenly, everyone's attention is drawn to the sound of hooves thundering down road. The rest of the kidnappers are riding up fast, weapons in hand! Their pale leader is out front, hood blown back, revealing long strands of white, lank hair trailing from his scalp.
"Protect the child!" yells the ringmaster as half-Harlan leaps from the cart.
One of the circus giants catches him by the ankles and hurls him towards the oncoming kidnappers, but their pale leader holds up his hand and somehow deflects him away without even touching him. He lands in a heap by the forest's edge, and his weapon clatters to the ground near your feet. As the two sides clash, an acrobat flips gracefully over the cart and cuts your bonds.
"Run for the forest, little one!" she whispers. "Quick!"
Grabbing the weapon, you keep low and have almost gained the trees when someone steps in your path. It's your captor. You yell at him to get out of your way - he's unarmed.
"I can't let you go," he replies quietly, and takes a step towards you.
You have no choice but to fight.
Add half-Harlan's weapon, FLYNT, to your log.
For combat, you start by choosing the following:
Roll 7 or higher: 1 damage
Roll 9 or higher: 3 damage
Roll 11 or higher: 5 damage
Then I roll 2d6 to determine if you fail or succeed. You cannot change your mind once you've decided. If you succeed you do that amount of damage to the foe(s); if you fail, you take the amount of damage indicated in the top-right corner shown in the image below. The number in the top-left corner indicates how many rounds you have to defeat the foe(s). If you defeat a foe and have damage left over, you can transfer the leftover damage to any other foes in combat.
The candles indicates your LP and the skulls indicate your foe's LP. If your LP reaches zero, you die and the run is over.
If you have a weapon, you add the damage of that weapon to your attack roll. If you have armor, you subtract the armor points from the damage you'd've taken from a failed attack.
Choose Your Attack
Roll 7 or higher
Roll 9 or higher
Roll 11 or higher
Voting ended onOct 26, 2025