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.