Your mounts whinny in fear their eyes wide as the barrow-spawned dead heft their cracked weapons and hurtle towards you. Skorri and Signy slip from their panicked horses, as does Gunnar raising his shield high. "The barrowmen of this cursed land are angered by our very heartbeats! Hold fast warriors!" breathes Signy, echoing Skorri as she clutches at her charms and trinkets. Freed from their riders, the panicked horses of the three bolt into the night.

Before the Wanderer or Freyja can even raise their arms the charnel ancients are upon you, broken and rusted spears and swords beating against your blades and shields! Mørkedrømevandrer's horse incurs a nasty wound for 2 damage even as nearby Gunnar is assailed by a small mob taking blows on his great shield. Outnumbered one slips a clumsy but brutal sword-chop past his guard hitting for 6 damage.

Spoiler: Rolls & info
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Signy
Move: Attempt fast dismount Ride DC20 (1d20+1)[8] Fail
Standard: Ready disrupt undead spell

Skeletons - charge!
vs DDW sword/ spear (1d20+2)[4] damage (1d6)[2]
vs DDW's horse sword/ spear (1d20+2)[8] damage (1d6)[5]
vs DDW's horse sword/ spear (1d20+2)[13] damage (1d6)[2] Hit
vs Gunnar sword/ spear (1d20+2)[8] damage (1d6)[3]
vs Gunnar sword/ spear (1d20+2)[19] damage (1d6)[6] Hit
vs Gunnar sword/ spear (1d20+2)[3] damage (1d6)[1]

Spoiler: Map
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Terrain effects:

  • 20% concealment from night-time darkness unless you have darkvision etc or a light source



=> Party
(DDW's horse will flee with the others on his turn given the opportunity. He can dismount or try to control it beforehand, as usual)