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Welcome to Cinder & Ash, let’s follow a lone traveler through a single Chamber and a desperate moment at a Bonfire.

Character Status

  • Vitality: 10/10 HP
  • Stamina: 3/3 ST
  • Souls: 0 SO

I. The Ascent

You roll a 1d6 on the Chasm Table. You roll a 3, encountering a Hollow Sentry (HP: 4, DEF: 3, DMG: 2).

II. The Stance (Combat)

Round 1

  • You (Strike): You spend 1 ST (now 2). You roll a 4. Since 4 > 3 (Enemy DEF), you deal 2 DMG.
  • Enemy (Turn): The Sentry is still alive (2/4 HP). It swings its rusted blade for 2 DMG.
  • Status: HP 8, ST 2, SO 0

Round 2

  • You (Strike): You spend 1 ST (now 1). You roll a 2. 2 < 3, so you miss!
  • Enemy (Turn): It strikes again for 2 DMG.
  • Status: HP 6, ST 1, SO 0

Round 3

  • You (Dodge): You are low on Stamina and HP. You spend your last 1 ST (now 0) to Dodge.
  • Enemy (Turn): The Sentry attacks, but you roll past the blade. 0 DMG taken.
  • Status: HP 6, ST 0, SO 0

Round 4

  • You (Recover): You have no Stamina left to Strike. You stand your ground and catch your breath. You regain 2 ST.
  • Enemy (Turn): Because you Recovered, you cannot Dodge. The Sentry hits you for 2 DMG.
  • Status: HP 4, ST 2, SO 0

Round 5

  • You (Strike): You spend 1 ST (now 1). You roll a 5. 5 \ge 3, dealing 2 DMG.
  • Enemy (Death): The Sentry falls. You harvest 1 Soul.

III. The Fading Light

You are battered (4 HP) and decide to search for a Bonfire before moving to the next Chamber.

  • The Roll: You roll a 5—Success!
  • The Rest: You collapse by the flames. Your Vitality returns to 10 HP and your Stamina to 3 ST.

Note: Since you only have 1 Soul, you cannot afford an Ascension yet. You need 4 more Souls to permanently increase your stats.