Spending fatigue for extra effort is a very optional rule that I haven’t been using for simplicity’s sake. I did base Nic’s choice of all-out defence on your statement, though.
I’m happy to use the extra effort rules in future if you want, but it does mean that I’d need to start enforcing things like FP costs for travel and combat.
No skin of my nose if it keeps things simple your end.
I didn’t realise it was an optional rule from the cheat sheets I’d looked at online, so I was surprised when it didn’t figure in your break down and thought I’d made a communications fumble.
So, on de Courcy’s shopping list if you ever get back to town:
A better sword.
Lightweight torso armour.
A hands-free light source.
(I was going to add “something to deal with heavily-armoured foes”, but normally Nic can disarm them. High-skill high-armour is really a job for the mages and archers)
The Light and Continual Light spells are on Hawk’s to-do list.
In the meantime:
Pull everyone away from the fire.
Do we have any other lanterns or torches that we can light? If so, get more light going.
And then Hawk is going to make a run for it to see what is written in the alcove. Unarmed, for any extra speed that grants and because that might cause armour-guy to ignore him. But only if we can find more light, because there isn’t much point otherwise.
I think where we’re at is that Ranar and Hawk are going to quickly drag Nic back through the doorway, then Ranar will step forwards to block the door while Hawk makes a run for the alcove. If attacked, Hawk will try to yield in Arabic.
Yes?
Hawk, if you try to yield or whatever, what exact words are you using?
Everyone except for Ranar is unconscious but apparently uninjured.
Ranar, OTOH, has genuinely had the shit beaten out of him. Cracked collarbone, chipped shoulder and epic bruising visible around the edges of the armour.
@Daaksyde, Ranar’s at 5HP. Another couple of points and he’ll go to half move/dodge, but he’ll probably keep fighting until he’s well into the negative HP range unless you get unlucky on a consciousness roll.
Burning the powerstone dry and running Hawk to 4FP gets you +3 DB. Your basic Dodge is 9, raised to 12 by the spell, raised to 14 by all-out defence, raised to 17 if you add a retreat.