Ahmotep suddenly has a plethora of staves from which to choose, which is appropriate as a Bonecrusher Hunter attacks! She brandishes her Grounding Staff, and tucks a Flame Staff away for effect. recharge Flame Staff to add d8 Combat 10: 2d8 + 1d6 ⇒ (7, 2) + (2) = 11 Terhk Fourwinds searches ahead and finds the Voices of the Spire! Ahmotep swings her Grounding Staff overhead, tucking the other Flame Stave away for leverage. Combat 10: 2d8 + 1d6 ⇒ (2, 6) + (3) = 11 Having defeated the Voices in combat, Ahmotep feels their parting gift of a curse surround her aura. suffer Curse of Vulnerability. She then casts aside her Defensive Shock to close the Tombs for good. bury Defensive Shock to close Tombs, draw 3 to end random location: 1d6 ⇒ 3 Scorched Ruins +1 monster Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep rushes to the Peasant Tombs, singing Iomedae's praises in supplication, and hoping to garner a curative from her servant Tarlin. She discovers a Shock Lizard and attempts to charm it to her benefit. Wisdom 4: 1d6 ⇒ 1 It blinks at her, then scurries off in the opposite direction. She engages her Brilliance in frustration, then calms back down and meditates. display Brilliance, attempt to recharge at end of turn Arcane 8: 1d8 + 3 ⇒ (2) + 3 = 5 d1 to end random location: 1d6 ⇒ 5 Catacombs +1 monster
Ahmotep is faced with the Viper Strike scroll she dismissed earlier. Arcane 4: 1d10 + 3 ⇒ (8) + 3 = 11 Success! She then marshals her strength to close the Mine. Strength 7: 1d8 ⇒ 2 Unsuccessful, she rests. discarding Viper Strike, d1 to end Random location: 1d6 ⇒ 6 [ooc]Tarworks gets a monster Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep heads to the Precious Mine, and finds an Osirion Ancestor. She calls upon the Blessing of the Goods to convince the ally to join her. Diplomacy 8: 2d6 + 2 ⇒ (5, 3) + 2 = 10 She sends the Ancestor to scout ahead display then recharge it to examine the top of the deck (Viper Strike) and place it on the bottom, and it finds a scroll of Viper Strike, which Ahmotep ignores. Sending forth Blackwing Librarian to further explore, she comes upon a Poison Spiked Pit Trap. She calls upon the Blessing of the Gods for assistance in avoiding the hazard. Dexterity 11: 2d6 ⇒ (5, 3) = 8 shirt rerolling the 3 1d6 ⇒ 6 Barely avoiding the Pit Trap, she stumbles forward into a Caryatid Column. She hefts the Djinni Quarterstaff and swings with all her might. revealing then recharging DQ to add d8 Combat 10: 2d8 + 1d6 + 1 ⇒ (8, 8) + (3) + 1 = 20 No good deed goes unpunished, and another monster rushes to the Mine. add a random monster to Precious Mine, draw 5 to end Ahmotep rests. random location: 1d6 ⇒ 2 add monster to Quarry Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep proceeds to the Catacombs and is assaulted by a Guardian Scroll. She bring her Lightning Touch to bear, aided by Radovan's Blessing of the Ancients. using Chris' other blessing CtD Combat 11: 2d10 + 2d4 + 3 ⇒ (2, 8) + (4, 3) + 3 = 20 Recharge Arcane 6: 1d10 + 3 ⇒ (6) + 3 = 9 Overkilling the Scroll brings another monster to the location. 10 cards now @ Catacombs, where #10 is the new monster. The Blackwing Librarian represents the team's last opportunity to find the henchman here, so Ahmotep sends her to explore. Encounter after shuffle: 1d10 ⇒ 3 Unfortunately, a Void Glyph is uncovered instead. CtD Arcane 8: 1d10 + 3 ⇒ (7) + 3 = 10 After disabling the magical trap, Ahmotep slumps in defeat having not found the henchman. draw 2 to end Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Plunging into the final unexplored swath of the Peasant Tombs, Ahmotep comes across a Blessing of the Ancients! She begrudgingly acknowledges "divine" providence, and seeks the Ancients' favor. Divine 3: 1d4 ⇒ 4 Using the Blessing immediately to proceed, she uncovers an Acid Flask. Intelligence 5: 1d10 + 1 ⇒ (6) + 1 = 7 Ahmotep then expounds upon her own Brilliance amongst the graves of the meek burying Brilliance to close the location and feels the site is at peace. Random location: 1d6 ⇒ 4 Peasant Tombs gets a monster (but it's now closed, so yay). Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep follows Tarlin's lead to the Peasant Tombs, "Iomedae is great, gives us chocolate cake." A Bonecrusher Hunter is not fond the tune, and rushes to attack. Ahmotep spins her Quarterstaff to distract the creature recharging to add d8[/b], then strikes with her Explorer's Staff. Combat 10: 2d8 + 1d6 ⇒ (8, 1) + (3) = 12 Using her Blessing of the Goods, she presses forward to discover an Icy Longspear +1. While she covets it greatly, she would need to summon all her physical force and have some supernatural assistance. Strength 10: 1d8 ⇒ 3 She is forced to cast it aside, and rest for the turn. [ooc]draw 3 to end Random location: 1d6 ⇒ 6 monster @ Tarworks
Ahmotep joins her allies at the Quarry in the hopes of narrowing their search down. Discovering a Hyena, she brandishes her Explorer's Staff and attacks. adding 3 for Bludgeoning Combat 9: 1d8 + 1d6 + 3 ⇒ (6) + (1) + 3 = 10 Having defeated the beast, Ahmotep sends Terhk Fourwinds ahead to scout. A Corridor Dart Trap appears from the walls, and Ahmotep calls upon her Blessing of the Gawds to aid her in avoiding the hazard. Dexterity 8: 2d6 ⇒ (1, 3) = 4 Shirt reroll: 1d6 ⇒ 5 Narrowly avoiding disaster, Ahmotep rests. draw 3 to end Random location: 1d6 ⇒ 1 Precious Mine gets a random monster #fistpump Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep crosses paths with a Crystal Stalker, energizing her hand with Lightning Touch. Combat 9: 1d10 + 2d4 + 3 ⇒ (5) + (1, 4) + 3 = 13 Recharge Arcane 6: 1d10 + 3 ⇒ (10) + 3 = 13 Without a way to engage in combat again, Ahmotep rests. Random location: 1d6 ⇒ 3 Scorched Ruins gets a monster Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep heads over to the Peasant Tombs to explore, and finds a Shock Lizard. She attempts to reason with the creature... Wisdom 4: 1d6 ⇒ 2 Although it seems reluctant at first, Ahmotep casts a Potion of Striding aside to gain its trust. discarding to add 2 to the Wisdom check Having gained the Shock Lizard's trust, she sends it to uncover more of the tombs. It reveals a Geniekin, which Ahmotep confronts with swift resolve with her Quarterstaff. revealing then recharging to add d8 Combat 10: 2d8 + 1d6 ⇒ (3, 1) + (1) = 5 Ahmotep deploys her Defensive Shock to improve her attack rerolling 2nd d8 1d8 ⇒ 5 Arcane 6 to Recharge: 1d10 + 3 ⇒ (7) + 3 = 10 She then discards her Grounding Staff in a last ditch effort to defeat the Geniekin discarding to add 2 to Combat check. Still seeing a long road ahead, she sends the Blackwing Librarian to explore, finding an Ubashki. Unwilling to part with her Lightning Touch, she lets the potential ally go its own way. Random Location: 1d6 ⇒ 4 Peasant Tombs gets a random monster. draw 5 to end Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
I upgraded Magic Weapon to Fiery Weapon, and now extend my +/-2 ability to all allies at my location. Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Striding to the Stonework Passages, Ahmotep sees the Bonecrusher Master again, this time fenced in on all sides by her allies. Granting Tarlin a Blessing of the Goods to strengthen his resolve at the Quarry, Ahmotep draws a staff in each hand and spins them while glaring at the troublesome foe. She summons forth all her remaining courage and imbues her staves with a Blessing of the Gods. Blessing to Tarlin's temp close attempt "I." "HAVE HAD." "ENOUGH." "OF YOU." Spoilering for temp close Spoiler:
Using/discarding Quarterstaff to add 2d6, recharging Explorer's staff to add d8, discarding Blessing of the Gods to add a die
Combat 11: 3d8 + 2d6 ⇒ (7, 6, 6) + (5, 1) = 25 The guards come to bother Ahmotep again, but she turns her glare on them after having defeated the villain. Diplomacy 6: 1d6 + 2 ⇒ (6) + 2 = 8 draw 4, did we win?
banishing Magic Weapon to Third Law, d1 to replace Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep will head to the Glass Pavilion and attempt to commune with Ra, using her Blessing of the Gawds to copy Ra's blessing. add 2 dice to Strength non-combat check Strength 8: 3d8 ⇒ (5, 1, 2) = 8 Winning the Blessing of Ra, Ahmotep uses it to press forward. recharged since it matches the top of blessings discard A Bonecrusher Master rises to challenge Ahmotep. She channels her Arcane energy into a Lightning Touch to dispatch the foul brute. Spoilering for temp closings Spoiler:
Combat 11: 1d10 + 2d4 + 3 ⇒ (7) + (3, 1) + 3 = 14
She uses the Spellcharger Jerkin to recall the spell's energy. recharge to add 1d4 to recharge Lightning Touch Arcane 6: 1d10 + 1d4 + 3 ⇒ (7) + (3) + 3 = 13 Ahmotep rests, but not before trying to talk her way past the guards, again. Diplomacy 6: 1d6 + 2 ⇒ (5) + 2 = 7 Aaaaand i'm spent. drawing 6 to end Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep spins her Grounding Staff to generate its charge versus the Guardian Scroll, Combat 11: 1d10 + 1d6 + 3 ⇒ (4) + (4) + 3 = 11 As the scroll disintegrates neatly before her eyes, Ahmotep refocuses and rests. She attempts to talk her way past the guards. Charisma 6: 1d6 + 2 ⇒ (6) + 2 = 8 draw 2 to end Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep discovers some Crocodile Skin Armor. Constitution 4: 1d6 ⇒ 4 She casts it aside, and focuses inward for some divine inspiration. Examining the top card at the end of her turn, she triggers a Ghost Scorpion! She throws up the armor briefly to absorb the poison, then brandishes her Flame Staff. discarding Armor as 1 Poison Damage, recharging Flame Staff and Combat 9: 1d10 + 2d8 + 3 ⇒ (8) + (6, 3) + 3 = 20 While the scorpion suffers a horrible flaming death, more monsters are attracted to the carnage. I killed it too much, new monster shuffled in please >< Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
None of these wares appeal to Ahmotep. She will head to the Dilapidated Plaza. Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep glides over to the Dye Market to lend aid to her embattled ally Tarlin. She encounters an odd weapon, a Blowpipe, that she has been unfortunate enough to see the effects of first-hand, after her master's assassination in her home temple. She reaches out tentatively... Dexterity 5: 1d6 ⇒ 4 It gives off an evil aura, and Ahmotep cannot bear to touch it. Blowpipe banished At the suggestion of Reta Bigbad, Ahmotep forges ahead. She recognizes the more familiar form of Seer's Tea, and attempts to acquire it. Intelligence 4: 1d10 ⇒ 4 Quickly using the tea, Ahmotep sees a Tussah Silk Coat, Crocodile Skin Lamellar, and a Desert Trapper in a possible future. As none of these are the ally they are seeking, she casts the leaves aside in favor of a random encounter. Seer's Tea banished, shuffle location deck. Rolling for a random encounter 1d6 ⇒ 2 Despite her best efforts, Ahmotep is faced with the Crocodile Skin Lamellar. Intelligence 7: 1d10 ⇒ 6 Tossing the armor aside, Ahmotep asks the Blackwing Librarian to forge ahead. another random location 1d5 ⇒ 4 A Geniekin greets Ahmotep, and she wastes no time in unleashing her Lightning Touch. Combat 10: 1d10 + 2d4 + 2 ⇒ (7) + (3, 2) + 2 = 14 Arcane 6: 1d10 + 2 ⇒ (1) + 2 = 3 recharge check Having spent most of her resources, she wearily joins Tarlin and toasts to futility. turn end, drawing 3 Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep wrote:
Skills and Powers:
SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Ahmotep senses a need for her presence at the Dilapidated Plaza, and heads there on a hunch. Her preternatural acuity has paid off in discovering a Dhabba, who seems perhaps not eager to help, but willing to have a new master. Ahmotep borrows the Blessing of the Ancients from Radovan to boost her Wisdom in taming this beast. Wisdom 6: 2d6 ⇒ (1, 2) = 3 (Shirt reroll activated) Ahmotep refocuses her attention after the Dhabba brushes her initial attempt aside. Wisdom 6: 2d6 ⇒ (5, 2) = 7 The Dhabba reluctantly joins Ahmotep's retinue, and she takes the opportunity to close the Plaza. Diplomacy 5: 1d6 + 2 ⇒ (6) + 2 = 8 Having closed the site, she will dismiss her Magic Weapon to retain her faithful followers. (How do I do that nifty formatting where I say that I used my shirt reroll and what people can use from my hand, etc?)
Reta Bigbad appears and challenges Ahmotep to an epic staring contest. They each take an intimidating stance and glare at each other mercilessly. Ahmotep calls upon the Gawds to aid her in this endeavor. Diplomacy 10: 2d6 + 2 ⇒ (4, 4) + 2 = 10 After what feels like an eternity, Reta's eyelids finally snap shut and she screeches in defeat, reluctantly joining Ahmotep's quest. Ahmotep focuses her power to close the Precinct of Left Eyes, using the Goods to aid her Charisma. Intelligence 6: 1d10 ⇒ 10 Charisma 6: 2d6 + 2 ⇒ (3, 6) + 2 = 11 Having concluded her business at the PLE, Ahmotep will rest for the evening. (draw 1) Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
Magus online (finally), beginning in the Precinct of Left Eyes. Ahmotep wrote:
Skills and Powers: SKILLS
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d6 [ ] +1 [ ] +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 Arcane: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +2 Favored Card: Card that has Staff Trait
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