When Week 4's topic of something completely different was announced, I immediately thought of a wonderful encounter my players had with a Wight. Let me explain...
The party consisted of
1) Wood Elven Ranger
2) Grey Elven Rogue (Horse Master)
3) Half Elven Mentalist
4) Dwarven Fighter
5) Dwarven Cleric
6) Arachnin Shao Lin Monk (Ninja)
7) Idiyva Magent
Wood Elven Archer (Weapons Master)
9) High Elven Paladin
While searching for a lost temple in a jungle/swamp, they came upon some obviously cut stones covered in vegetation. The Ranger stalked his way forward and took a closer look at the stones, noting that they looked about the same size and shape as tombstones might. He began to clear away the vines and that was when the Wight came up from the grave and struck him directly in the center of his chest. He missed his resistance roll, and was paralyzed. I told the party that the Ranger gave out a little cry and slumped to the ground unconscious or dead. The party instantly sprang into action, with the Monk acting first.
The Monk's primary weapon is a Kusari-gama, a chain weapon with an attached sickle, so he made the decision to use the chain end to grapple the Ranger's body, and pull him from danger. Unfortunately, he fumbled which resulted in this description
You begin juggling your weapon because of a bad grip. Your lack of control stuns you for 3 rounds.
I decided that this meant he had lost his grip on the chain. I had him make a roll to see if he could recover, and he failed which resulted in the chain wrapping around him, completely binding his arms to his side. According to his fumble result he is now stunned for 3 rounds, which I determined represented the time it would take to free himself. Now the Paladin casts an Aura spell.
At this point the Wight used his natural Fear aura, and all but the Dwarven Fighter, Dwarven Cleric, Grey Elven Rogue (Mounted on his horse), High Elven Paladin, the Magent, and the now thoroughly entangled Monk/Ninja failed their resistance rolls. They all fled to the minimum distance that the fear aura extended, and stood watching in utter horror at the comedy of errors being played out before them. The Magent rushes forward and drags the Monk away from the Wight.
The Mounted Rogue was next to act, and he stabbed at the Wight with his spear, but the spear went right through the Wight. Oops, you need magic weapons to hit a Wight and your Boar Spear isn't magical. The only character that has a magical weapon that hasn't run away is the Paladin who has a magical Falchion. He attacks and does a few hits of damage.
Now the Cleric is prepared and begins to cast Repuslions V. Watch out Wight, your'e going down. He fumbles the spell, creating a power backlash and stunning himself for 8 rounds. So much for Repulsions.
The Dwarven fighter, and the Rogue both try to think of something to help since they have no magic weapons. The Paladin casts Holy Attack and does a few more points of damage. The Magent helps to free the Monk, getting him about 48% detangled.
Now things are looking pretty bad for the party, when the Dwarven fighter calls out to the Rogue. "Have your horse attack the Wight, his horseshoes are magical!"
Now let me explain, his horse is wearing magical horseshoes, but they are a Daily Magical Item, that casts the spell Run. It was such an inspired idea, that I let it ride in the interest of making a wonderful Rolemaster Moment.
The Paladin backs away to make room for the Rogue and his horse. The Monk once again fails to free himself. The Magent gets the Monks legs free of the chain, now only his arms and upper body are entangled. The Rogue charges his horse into the Wight distracting it and preventing it from using its Fear spell. The archer uses Quickdraw and fires a magic arrow, which does a few hits of damage. The Dwarven Fighter misses his agility maneuver and is knocked down by the Rogue's horse. He decides to stay down and crawls to the Ranger to check for a pulse.
The Rogue has his horse kick backwards at the Wight, (he is a horse master after all) but misses. The Wight casts another Fear spell. Now the Magent and the Monk run away in fear. The Archer draws a magic bow that can cast Well Aimed Attack. The Dwarven Fighter drags the still breathing Ranger back to the "safety?" of the group.
The Rogue again has his horse kick backwards, but misses again. the Archer activates the magic of his bow. The Wight casts another Fear spell. The Dwarven fighter tries to rouse the Ranger, but to no avail. The Monk stops fleeing and attempts to free himself, and rolls another failure, causing him to fall to the ground giving himself a few hits, and stunning himself.
The Rogue spins his horse around and has it rear up at the Wight, although it misses the Wight it distracts it enough that it turns its back to the Archer who fires and get a Critical. The roll for the Critical is open ended on the Large Creature Critical Table under the Magic column. The result is
Strike foe in the side of his head. Foe stumbles back a few feet before he falls to the ground. He is out for 3 hours.
As the Wight slumps to the ground the Paladin advances and gives it the Coup de Grace with his magic Falchion, beheading the fiend. The Wight dissolves into nothingness as it sinks back into the ground.
The Monk finally frees himself, and walks away mumbling something about not being very monkly, or Ninja-like. And many rounds later the Cleric begins to come around with a very bad headache.
I chose this encounter for my submission as it was so unusual. It had fumbles, criticals, failed resistance rolls, spell failure, and the most unique improvised weapon I have ever had my players use, a set of magical horsehoes (Not weaponized) to attack a Wight. I hope you have enjoyed it as much as I enjoyed running that session for my players.
Realm Master K