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![]() I think we need to get this Conflagration out of the way before we start looking for the villain Ostog moves to the Stonework Passages. As he is trying to avoid the flames that seem to be everywhere here he unfortunately triggers a Fireball Trap (using a Blessing of Torag) Constitution 6: 2d10 ⇒ (5, 5) = 10
At the end of his turn he takes one damage from the Conflagration, but he recharges his Rage Token to reduce the damage. Reset hand, drawing Greatclub +1 and a Blessing of Gozreh Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() Ostog doesn't have a Blessing of Abadar in his deck, let alone in his hand! Did you mean Oloch? Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() Ostog moves to another part of the hive (Thriae Hive 4) He spots a porcupine wandering around, but it soon wanders off.
Discard Quartermaster to explore again
Combat 15: 1d10 + 5 + 2d6 ⇒ (9) + 5 + (4, 1) = 19 The Alchemist is defeated. Ostog now gets a chance to close the location.
@GM: Shouldn't I really be fighting a Hidden Flame Alchemist? Alchemist fight: The Alchemist does BYA damage: 1d4 - 1 ⇒ (1) - 1 = 0 nothing - how nice! Discard Blessing of the Gods to make sure
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![]() Although it isn't shown on the Scenario Update post, there is a Conflagration displayed next to Ostog's location At the start of his turn, Ostog has a chance to deal with the Conflagration.
Burying Whetstone to add 1d12 to the check Constitution 9+3: 1d10 + 1d12 ⇒ (10) + (12) = 22 Yikes! Conflagration well and truly banished! This gives Ostog a chance to immediately attempt a closing check. He reaches for his trusty Greatsword. Thriae Soldier Combat 13 Check #1: 1d10 + 3 + 2d6 ⇒ (9) + 3 + (6, 5) = 23 Yikes again!
Discard Blessing of Lamashtu to add 1 die to the final check
The location is closed (during the "at the start of the turn" phase).
There's going to be a Stolen Larvae somewhere in the location deck, which should be shuffled into a random open location deck.
End turn, drawing Blessing of Achaekek, Quartermaster, Longsword, and Blessing of the Gods. Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() Ostog's turn - correction Thriae Dancer & first exploration (Healer's kit) go as above. Then ... Discard Smith to explore again, and encounter ... Conflagration
So at the start of the next turn Ostog will get a chance to defeat the Conflagration (which, as per scenario rules, gives him a chance to close the location). There's not a lot of point in exploring further. End turn (recharging Longspear to negate the conflagration damage). Draw Whetstone, Blessing of Lamushtu, and Topaz of Strength. Ostog wrote:
Skills and Powers:
SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
I hope I got it right this time ... ![]()
![]() Starting Hand: Longspear, Greatclub, Greatsword, Mastiff, Smith, As Ostog starts investigating the hive, he is interrupted by a Thriae Dancer.
Ostog looks around to see what he can find. He spots a small satchel containing various salves, etc.
Meanwhile Ostog's Mastiff has also been sniffing around. He has discovered a strange scroll (Augury)
End turn, drawing Whetstone and Blessing of Lamashtu. Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() I think the thriae are far more deserving of our assistance than are the alchemists! Sadly, there's nothing in the potential upgrades to really tempt Ostog.
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![]() If Ostog takes one of Feiya's blessings he's got an auto-success on the villain fight. That still leaves his Blessing of Achaekek available for Oloch to use. Sure, Oloch only gets a small percentage increase in success by using everything that's available (Ostog's blessing, Feiya's blessing, and discarding his weapon as well). But that's still a better strategy than leaving a blessing unused or keeping his weapon. Going from 98% to 99% might only be a 1% increase, but unless there's a way to use those same resources to get a better than 50% chance of success if Oloch fails the best strategy is to go for the 99%. ![]()
![]() OK - it looks as though we're (almost) good to go! Just one last question ... @GM: Which of these powers takes precedence? Blessing of Bastet wrote: Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded Jamirah wrote: Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
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![]() The problem is that the Rolling Sphere doesn't do damage as such - it forces you to bury your hand. That means Stone Skin won't help. We have three locations to worry about. Shifting Dunes
Volcanic Vents
Windswept Chasm
But we have a very useful option! skizzerz wrote: I also have Augury, so I can rearrange Windswept Chasm to put the villain on top of Rolling Sphere, since neither have Triggers. That's incredibly valuable, as we can use that to guarantee the Rolling Sphere won't come into play! Turn order is:
I suggest that Oloch simply moves to the Shifting Dunes, so we have two people there who can try to defeat a Giant Sand Eel. Feiya then moves to the Windswept Chasm, and uses Augury to get the villain to the top of the location deck. If she's up to it she can then fight the villain. For reference: Ostog starts out at d10+5 for the Strength/Melee 8 check;
He can also bury a card to add 1d12 to any of his strength-based checks. He has three blessings in his hand:
He can use the Blessing of Achaekek to assist whoever fights the villain, and one of the other blessings on a closing attempt at the Shifting Dunes, leaving one blessing available (for the villain pre-check, or for a second attempt to close the Shifting Dunes).
I think we can do this (as long as the sandstorm doesn't turn up ...) Further thoughts: It may be better to use the Blessing of Achaekek on the Giant Sand Eel rather than on the villain fight. ![]()
![]() Ostog thanks Oloch for his aid. My plan was for Ostog to move to somewhere safer as soon as possible. But now I can at least (just) survive burying my hand. But even so I'm not sure it's a good idea to do that - I currently have three blessings in my hand, which could help us considerably in an attempt to end the game. I think we need to discuss our options before Oloch completes his turn. ![]()
![]() Ostog is at Windswept Chasm (along with Oloch and the villain),
@Oloch: The Rolling Sphere ended up at our location. If it's on top, and you explore, you'll probably kill Ostog - he doesn't have enough cards in his deck to survive if he has to bury his hand, and he's unlikely to be able to make the check. I'd rather that didn't happen. In fact at this point I'd suggest that any exploring (except at the location where the villain is know to be) is probably too dangerous. As we've seen from exploring the Volcanic Vents, the risk level is high. I'd argue that the potential gains (maybe an extra boon or two) are not worth the risk - we should be concentrating on what we need to do to win. ![]()
![]() cartmanbeck wrote: @Ostog: You would get the chance to close the location BEFORE you examine the blessings, deck, I believe. So, you can do the close, and then everyone moves because of the Sandstorm. At least it then banishes the Sandstorm, so that the next person doesn't need to deal with it as well! OK. So - closing check first. Calling on Torag for his guidance, Ostog Strength 9: 3d10 + 3 ⇒ (4, 6, 7) + 3 = 20 seals off the Tarworks. While getting rid of the Sandstorm is good, it does mean there's one less card in the blessings deck, so we'll run out one turn earlier.
Ostog wrote:
Skills and Powers:
SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
Ostog only has three cards left in his deck. ![]()
![]() First things first - deal with the Lightning Storm. Lightning Storm effect: 1d4 ⇒ 2 Ostog takes one point of Electricity damage. Discards longspear We're not ready to close yet, so Ostog returns to the Tarworks As he heads back to the Tarworks, Ostog is beset by a Sandstorm Roc Ostog hurls his club at the creature Combat 18: 1d10 + 5 + 1d10 + 1 + 1d10 ⇒ (10) + 5 + (3) + 1 + (7) = 26
@GM:Things are getting a bit tricky here.
Ostog gets moved to Random Location: 1d7 ⇒ 4 the Windswept Chasm, and examines the top card. Oh, it's the villain! What a surprise! (I'll complete my turn when I know what I'll be doing) ![]()
![]() Sandstorm! Random Location: 1d7 ⇒ 2 - Shifting Dunes Ostog also finds himself carried away to the Shifting Dunes. Looking around he spots Random Card: 1d7 ⇒ 7 a Quarterstaff, but the sands sweep it away before he can grab it. Shifting Dunes needs to be shuffled (which is already the case) I'll wait for the Sandstorm to be completed before taking my actual turn. ![]()
![]() Ostog heads over to the Tarworks. The first thing he spots is some mystical scribbling.
Ostog is distracted by the curse, and takes a moment to work out how best to throw it off. He decides that it is best to deal with it immediately.
Reset hand, drawing 3 cards. Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() OK. And Ostog moves to 1d7 ⇒ 4 Windswept Chasm As all of this was done as part of advancing the blessings deck, I'm pretty sure Ostog has to deal with the Lightning Storm. Lightning Storm:
Barrier B Traits
Check
Powers
Lightning Storm Damage: 1d4 ⇒ 1 Well, that's not too bad. Only one point of damage, and as Ostog already has the Curse of Fevered Dreams he can't be hit with it again. Discard Ranseur as damage, and the Lightning Storm moves to Random Location: 1d7 ⇒ 5 Volcanic Vents Ostog explores his new location, and discovers a Sandstorm Roc
@Bekah, Feiya You have to deal with the Roc's attempt to grab you. As the Roc launches itself into the air, Ostog strikes!
Combat 18: 1d10 + 3 + 1d10 + 1 + 1d10 + 1d10 ⇒ (4) + 3 + (4) + 1 + (7) + (10) = 29 The Roc is mortally wounded. It flies off, but doesn't get far! @GM: As I fought the Roc, I have to examine the top card of the blessings deck. As it is a blessing it has to be placed on the bottom of the blessings deck. Ostog also gets to close the location by discarding the two cards remaining in his hand (Quartermaster and Blessing of Gozreh).
He then ends his turn (drawing his Longsword, a Blessing of the Gods, and his Greatclub +1), recharges everything, and draws 1d4 + 1 ⇒ (1) + 1 = 2 cards - his Greatsword and Topaz of Strength. Ostog wrote:
Skills and Powers:
SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
Ostog now has almost half his deck in his discard pile. If anyone has a Cure it would be greatly appreciated. ![]()
![]() It looks as though I've hit another Sandstorm, so everybody gets moved again (and has to examine the top card of their location deck)
@GM: I believe the Sandstorm gets banished once all the effects have taken place. Does that mean that the top of the Blessing Discard Pile during my turn would be the Blessing of the Ancients that was there during Oloch's turn?? ![]()
![]() With only one card in his hand (not a weapon) Ostog isn't going to be doing any exploring this turn. He is still suffering from the Curse of Fevered Dreams, so he recharges the one card he has, and draws 1d4 + 1 ⇒ (4) + 1 = 5 cards. Well at least he's got a reasonable hand this time! Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() I did that at the start of the first turn - it's at the Tarworks (No Remove Curse available, so completing Ostog's end-of-turn)
Ostog resets his hand, drawing four new cards (Blessing of the Gods, Greatclub +1, Topaz of Strength and Greatsword).
Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() I guess I can deal with the initial Lightning Storm setup
Ostog spots an electrical storm heading his way, and seeks cover in a nearby excavation. Unfortunately it appears that the storm is also attracting the attention of a strange-looking reptile that seems to be unperturbed by the flashes of lightning. BYA - 1d4 ⇒ 4 Electrical damage, and no way to reduce it - Ostog gets the Curse of Fevered Dreams, and loses almost his entire hand. Curse of Fevered Dreams:
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card. Ostog drops everything except his weapon, and battles the lizard. Combat 13: 1d10 + 5 + 1d8 ⇒ (4) + 5 + (8) = 17 Well, at least one thing goes right! End turn. @All: Does anyone have a Remove Curse? ![]()
![]() Ostog will start at the Sulfur Pits. Ostog wrote:
Skills and Powers:
SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
@GM: Why do we seem to have a Scenario Deck? ![]()
![]() Edited - as Feiya points out, it wasn't quite that easy. 1d4 ⇒ 1 So Ostog would still get the Blessing of the Elements. But he wouldn't acquire the Stone Weasel, so he wouldn't be able to discard it to explore again. Somebody else is going to have to deal with the henchman ... (Ostog has already acquired enough treasure, anyway) Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() Ostog joins Oloch at the Precinct of Left Eyes. "Who leaves an eye behind?" he wonders. Somebody has also left a scroll with some strange prayers here, trapped beneath a rock. Strength 6: 1d10 + 3 ⇒ (6) + 3 = 9 Ostog flexes him muscles and lifts the rock clear. As he reaches for the scroll, he hears quick footsteps, and notices a small animal dash from behind the rock and snatch the scroll. Ostog attempts to persuade the creature to part with the scroll wisdom 6: 1d6 ⇒ 6. It does so, but unfortunately the scroll is somewhat the worse for wear. The Weasel, however, watches Ostog for a moment, then starts sniffing in an alcove. There's a human wizard there, trying to hide! It's a henchman. Ostog uses his least effective weapon - a Longspear - in an attempt not to exceed the check by 5 or more
I've defeated the henchman by less than five, so I get to draw boons from the location deck, even though I don't get to attempt to close the location! That seems rather strange, but that's what the card says ...
@GM: Is this correct? ![]()
![]() After all the excitement, Ostog heads off to the Canny Jackal for a while.
Cryptfinder:
Henchman Monster 1 Traits
Check
Powers
Ostog can't make the BYA checks, so this is going to be a Combat 12
Ostog is going to attempt the fight bare-handed. It's a bit of a gamble, but the downside isn't too bad, and there's a lot to gain if he succeeds. And Ostog is a bit of a showoff, anyway ... Combat 12: 1d10 + 5 ⇒ (10) + 5 = 15 It appears Ostog's confidence was justified! The location auto-closes. Defeating the cryptfinder lets Ostog draw any of the items in the location beforehand. Ostog gathers up the spoils of battle - Deliquescent Gloves (Item 3), Marianix Karn, Smoked Glass Goggles, Augury, Feather of Maat, Black Kiss, an Ooze Falchion +1 (Weapon 2), and Hide Armor of Fire Resistance (Armor 2). @All: Does anybody want any of these soon? If so, Ostog will keep at least one of them in his hand and try to get it to you as soon as possible. Looking around in triumph, Ostog spots a friendly-looking Druid of the Hive smiling at him. As Ostog is opening his mouth to speak, a Silver Chain Smuggler barges between them, scratching Ostog with a poisoned blade as he does so. Ostog does not take kindly to this, and cuts the smuggler down with his greatsword. Burying a card to add 1d12 Combat 12: 1d10 + 5 + 2d6 + 1d12 ⇒ (4) + 5 + (3, 4) + (3) = 19 @All: We all seem to have been ignoring the AYA power of the Silver Chain Smuggler (probably because it's tacked onto the end of a BYA power description, rather than being on a line by itself). Fortunately at this point Ostog's location deck is empty, so there's no possibility of banishing a boon @GM: Please display the Druid of the Hive next to the scenario. We now have sufficient cards displayed, so we can plan how we're going to win the scenario! (Hand update will follow once I've decided what to keep in Ostog's hand) ![]()
![]() It sounds as though the monsters may have been dealt with, but Ostog searches the Dye Market just to be sure. He finds some sort of weird-looking weapon. It's no good for hitting things, though, so Ostog tosses it aside.
Increase in difficulty: 1d4 ⇒ 4 Bury Greatclub to add 1d12 to the check Fortitude 5+4: 1d10 + 3 + 1d12 ⇒ (3) + 3 + (4) = 10 It's nice, but who uses armor? Maybe somebody else in the party does ...
End turn, draw two cards (blessing, longspear) Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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![]() Ostog appears to have been taking a nap while things went on around him. He is rudely awakened by the presence of a Mummified Sphinx.
At last - a worthy enemy!
End of turn. Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
![]()
![]() Ostog can't afford to visit a trader, but will gladly accompany others to increase their selection. Ostog wouldn't be good at most of the closing checks, either. Fortunately there appears to be a better option - fight a Silver Chain Smuggler! Ostog will start at the Dye Market - he has hear rumours there may be monsters thete. ![]()
![]() It might have been better to have waited until Ostog could speak up. Even with the worst-case assumption (3 damage from the BYA powers of the Bonecrusher Ambusher), Ostog could manage 3d10+6 on his combat check, unaided. That's better than 1d8+2d6+4. (And there's also the extra +1 from the Belkzen Battle Standard). He would also have been able to retain his Blessing of the Gods, so could use that himself, or save it for the final combat checks. But we don't need to defeat the Bonecrusher Ambusher - just encounter it. Lucian has done that. (Did the two damage take into account the Belkzen Battle Standard?) ![]()
![]() "Thanks, Salim!"
Ostog is running a little low on health, and decides discretion is the better part of valour (at least until he can get healed). Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
![]()
![]() Hmm. That's another barrier that's likely to give Ostog problems. 2d6 (and that's with a blessing) isn't very good odds against DC8! Should I just suck it up and wait for somebody else to get rid of it for me, or would anybody else like to contribute a blessing in the hope Ostog can defeat the barrier? ![]()
![]() Sorry, all - I somehow missed that it was my turn Off-turn - recharge longsword as requested by Feiya. Ostog hears that our adversary has surfaced at the Windswept Chasm, so heads over there. As soon as he arrives he runs into ... an impossible situation? @GM: The first card appears to be a "Dance of the Dead" barrier.
![]()
![]() Well spotted - I'd totally missed that. We've got two open locations - Hot Springs (1), and Earthworks (2). which location: 1d2 ⇒ 2 - the random item shuffles into the Earthworks. Ostog will, indeed, choose to explore his location, and discovers a Khamsin Coat (Armor 3) (Bury Sedja to add 1d12) Constitution 8: 1d10 + 1d12 ⇒ (1) + (4) = 5
Corrected hand: Ostog wrote:
Skills and Powers:
SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
Ostog could probably do with some healing soon. ![]()
![]() As Feiya obviously has a way with animals, Ostog takes her advice and assistance and attempts to persuade the Sedja to follow along. Charisma 11: 3d10 ⇒ (5, 4, 6) = 15 The attempt seems to work (for now, at least). One of the party points out what looks like a monster a couple of pools away
First check, using Longspear Combat 8: 1d10 + 3 + 1d8 ⇒ (4) + 3 + (7) = 14
The monster is defeated, but at a heavy cost - Ostog finds that weapons used near these steaming pools can not be used again until they are repaired. End turn, drawing Athlete and two Blessings of the Gods Ostog wrote:
Skills and Powers: SKILLS
Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2 Dexterity d6 [ ]+1 [ ]+2 Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Fortitude: Constitution +3 Intelligence d4 [ ]+1 Wisdom d6 [ ]+1 Charisma d6 [ ]+1 [ ]+2 [ ]+3 POWERS
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