# Quick! Roll for Initiative! tags: #thoughts #game/rpg/ironsworn ![https://x.com/FrothyFriar/status/1934325034044002748](https://x.com/FrothyFriar/status/1934325034044002748) The Pale Horror rises from the cave as I bumble my way through the darkness. I'm a Necromantic Magus (see https://grimtokens.garden/Articles/Ontogeny+Recapitulates+Phylogeny/DND+to+Ironsworn/Ontogeny+Recapitulates+Phylogeny+-+The+Wizard with details narrated as necromantic magic), pursuing my vow to *"Clear the Path for the Penitents."* (Look, you take the coin you can earn, right? Even as a professional necromancer.) We're on a Dangerous trip, so I decide dealing with the Pale Horror is just a Troublesome foe; I've got more interesting stuff coming up and this is a brief combat distraction as a result of a miss on **Undertake a Journey**. I need to **Enter the Fray**. The Pale Horror is attacking from ambush so I roll +wits of 3. The result is a 3 on the Action Die and [3, 6] on the Challenge Dice for a Weak Hit. Not _great_, frankly. On the positive side, I have charged up on +essence of 3 before the trip. The best call here is to "prepare to act," giving me the initiative. > The Pale Horror tenses in the cave before its leap, sending a scatter of hardscrabble pebbles deeper into the cave and alerting Aard to the threat moments before the creature leaps out of concealment. As it comes forth, his hand is already up in the Sign of the Outer Ones and a cruel smile on his lips. > "Ah, a guest for dinner. I could use a few more eyes for the pouch, even blind ones." The current plan is to **Strike** with necromantic force, using +edge (to hit at range). Things could go very, very badly, of course, but we've got enough charge to to rock a bit of **Secure an Advantage** with +essence or +wits to gain ground or regain initiative after Weak Hits. (Why, yes, I prefer **Ironsworn**, why do you ask?)