Story
Encounters
Numbers are first guesses against a 100 HP player, like the Spell Set's. Enemy stats, behaviour and drops are the bestiary's (VEL-59); this table repeats them for the scenes.
| Encounter | Enemy | Stats | Counters | Difficulty |
|---|---|---|---|---|
road_glint | 3 glint (a pack) | 14 HP each, 5 damage every 4 s, first attack after 5 s | Repel hits the whole pack and staggers it for 3.75 s (the bestiary's Glass rule 1); Coil kills a glint in one at most qualities. | Easy. Flee allowed. 10 XP; drops glint_quicksilver (about 1 per 2 glints), never copper. |
ring_tamsin | tamsin_ring ("Tamsin Vale", colour #7FD4FF) | 100 HP, 10 damage every 5 s, first attack after 5 s | Repel interrupts her; Coil and Mend trade with her. | Medium. canLose: true (the wards stop the bout). 30 XP. |
sallow_wyrm | sallow_wyrm ("Sallow Wyrm", colour #5FA8A0) | 600 HP, first attack after 8 s. Plated: its mirror plates are a 40-point shield that a stagger opens. Three phases: Rising (14 every 6 s), Undertow (20 every 8 s), the Drowned Hum (12 every 4 s) | Repel staggers it and opens the plates for 3.75 s; Coil hurts it while they are open; Brace takes the Undertow surges; Mend between phases. | Hard: the act's boss. canLose: true; the trigger replays. 120 XP; drops 3 still_water, never copper (the wyrm_plate is given once, in scene 5.4). |
The Wyrm is the bestiary's: the plated shield replaces this tab's earlier guard rule. In Rising, Repel opens the plates and Coil hits the water body. In Undertow it sinks and surges from one side (ripples run toward the player for 2 s first, time to Brace), then rises for a 3 s window with its plates open. In the Drowned Hum the river goes mirror-flat, the plates close for good, and only stagger windows work; a perfect Repel (90%+) staggers it for 5 s, a nod to the first cast. At 600 HP it is a long fight for two spells: Mend, a tonic or Brace makes it comfortable; without them it is tight, as a first boss should be. The shield, the phases and the tells are new battle code (the bestiary lists them).
Placed overworld triggers stand in for random encounters (question 9).