Toughest opponent we've faced so far. Good thing we picked up the armour and shield, though our lack of a sword means this guy has an effective stamina of 26... though, maybe the book should've given us a sword from that one kidnapper we killed. There's quite a few other occasions where killing an armed opponent specifically nets you a sword, for sure. Possibly the lack of one from the kidnapper was just an oversight?
You are close enough to sense the elemental malice and hatred for life which radiates from this evil thing that was once human - and you had better fight well! His iron-clawed hands are as good a weapon as any blade!
NECROMANCER SKILL 9 STAMINA 13
If you reduce the Necromancer's STAMINA to 5 or less, turn at once to 342.
I guess we'll see how we do without one and consider "redo fight, but armed" as a possible retcon.
Combat Log
Huge 15, Necromancer 11. Huge at 13, Necromancer at 12.
Huge 16, Necromancer 17. Huge at 11, Necromancer at 12.
Huge 20, Necromancer 16. Huge at 11, Necromancer at 11.
Huge 15, Necromancer 16. Huge at 9, Necromancer at 11.
Huge 14, Necromancer 13. Huge at 9, Necromancer at 10.
Huge 22, Necromancer 17. Huge at 9, Necromancer at 9.
Huge 15, Necromancer 20. Huge at 7, Necromancer at 9.
Huge 20, Necromancer 17. Huge at 7, Necromancer at 8.
Huge 20, Necromancer 11. Huge at 7, Necromancer at 7.
Huge 16, Necromancer 11. Huge at 7, Necromancer at 6.
Huge 14, Necormancer 15. Huge at 5, Necromancer at 6.
Huge 22, Necromancer 12. Huge at 5, Necromancer at 5.
Necromancer's STAMINA at 5 or less, we turn at once to 342.
Well, that can't be good. We need to win five consecutive attack rounds to avoid him cooking off his spell. If we Test our Luck twice to double our damage, we can reduce that to three rounds, but we might waste our Luck and the spell will go off anyway. That won't matter if the spell is something offensive that does more than 5 points of STAMINA damage without a Luck save and we die, of course...The Necromancer will now try to cast a spell! If he has the higher Attack Strength in any Attack Round from now on, he will be able to cast it; turn to 217. If you win, turn to 121.
What do we think?
Adventure Sheet
SKILL 11/11
STAMINA 5/17
LUCK 11/12
Notoriety: 5/8
Skills: Blindsight, Acute Hearing, Tracking, Move Silently
Equipment: 2/12 Provisions
Boots with hidden coin compartments
25gp (including 2 hidden)
Silver Whistle
Backpack
Waterskin
Leather armour and shield
Lantern
Ring of Endurance
Boots of Stealth
Medicinal herbs, 2 bags
Preservative spices, 2 bags
2x Potion of Healing
Bronze Bracelet