Ostog the Unslain

JohnF-1008 Ostog's page

84 posts. Alias of JohnF.


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Ostog has no use for Armor or Spells.

He may well be interested in an Item 3


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
Ostog ignores the trap.

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:

Hand: Greatsword, Greatclub +1, Blessing of Achaekek, Blessing of Gorum, Blessing of Gozreh,

Displayed:
Deck: 7 Discard: 5 Buried: 1
Notes: Blessings usually available
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


Ostog doesn't have a Blessing of Abadar in his deck, let alone in his hand! Did you mean Oloch?

Ostog wrote:

Hand: Greatsword, Rage Totem, Blessing of Torag, Blessing of Achaekek, Blessing of Gorum,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Blessings usually available
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


I think I'm done.
But if my assumption about the closing check is wrong, I'll have to redo that part


Ostog moves to another part of the hive (Thriae Hive 4)

He spots a porcupine wandering around, but it soon wanders off.
(I can't make the acquire check, but it's only an Ally B)

Discard Quartermaster to explore again
As Ostog watches the Porcupine, a shout from one of his companions alters him to the presence of a Hidden Flame Alchemist.
The alchemist hurls fire at him Fire Damage: 1d4 - 1 ⇒ (3) - 1 = 2 but Ostog bats it away with his longsword
Recharge longsword to negate damage

Combat 15: 1d10 + 5 + 2d6 ⇒ (9) + 5 + (4, 1) = 19 The Alchemist is defeated.

Ostog now gets a chance to close the location.
The "When Closing" check at a hive location reads "Summon and defeat the henchman Thriae Soldier"
That's what I did last time. But the "During this Scenario" text reads:
Treat the henchman Thriae Soldier as the henchman Hidden Flame Alchemist

@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
Combat 15: 1d10 + 5 + 2d6 + 1d10 ⇒ (5) + 5 + (5, 1) + (7) = 23 The Alchemist is defeated.


Missed one thing - the "When Permanently Closed" location power!
At the end of his turn, Ostog gets to recharge one weapon (the Greatclub) from his discard pile.


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.
(I believe it's player choice for the order in which "start of turn" events occur)

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!
Recharge Topaz of Strength to negate poison damage.

Discard Blessing of Lamashtu to add 1 die to the final check
Thriae Soldier Combat 13 Check #2: 2d10 + 3 + 2d6 ⇒ (4, 10) + 3 + (1, 3) = 21
Recharge Mastiff to negate poison damage.

The location is closed (during the "at the start of the turn" phase).
I believe this means Ostog doesn't have to encounter the Thriae Dancer
It might also mean Ostog could still move somewhere else!

There's going to be a Stolen Larvae somewhere in the location deck, which should be shuffled into a random open location deck.
Random Open Location: 1d6 ⇒ 2 - Stonework Passages

End turn, drawing Blessing of Achaekek, Quartermaster, Longsword, and Blessing of the Gods.

Ostog wrote:

Hand: Longsword, Greatsword, Quartermaster, Blessing of the Gods, Blessing of Achaekek,

Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes:
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


@GM: What is the mechanical effect of not flipping the Thriae Hive card over when closed? Is it just that the powers on the front of the card remain in effect even though the location is closed, or is it more complicated than that?


Ostog's turn - correction

Thriae Dancer & first exploration (Healer's kit) go as above. Then ...

Discard Smith to explore again, and encounter ... Conflagration
Display at Random Location: 1d6 ⇒ 5 Thriae Hive #3 (here).

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:

Hand: Greatsword, Whetstone, Mastiff, Blessing of Lamashtu, Topaz of Strength,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.

I hope I got it right this time ...


You're right! (I think I was probably counting the Thriae Dancer as an exploration).

I'll re-do the turn from the 2nd explore on. Give me an hour.


Starting Hand: Longspear, Greatclub, Greatsword, Mastiff, Smith,

As Ostog starts investigating the hive, he is interrupted by a Thriae Dancer.
He swings his greatclub at it .. Combat 16: 1d10 + 3 + 1d10 + 1 + 1d10 ⇒ (9) + 3 + (10) + 1 + (3) = 26
(Discarding greatclub for an extra d10)
The dancer is far less substantial than Ostog was expecting! His blow easily defeats it, but the club slips from his hand.

Ostog looks around to see what he can find. He spots a small satchel containing various salves, etc.
(a Healer's kit) Wisdom 6: 1d6 ⇒ 2 Ostog tosses it aside and asks his friend the Smith to see what he can find.
The Smith points out an interesting suit discarded nearby.
Fortitude 6: 1d10 + 3 ⇒ (6) + 3 = 9 Ostog picks up the suit.

Meanwhile Ostog's Mastiff has also been sniffing around. He has discovered a strange scroll (Augury)
Wisdom 6: 1d6 ⇒ 2 Ostog has no interest in that, either.

End turn, drawing Whetstone and Blessing of Lamashtu.

Ostog wrote:

Hand: Longspear, Greatsword, Whetstone, Blessing of Lamashtu, Alchemist's Suit,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


Ostog still thinks the traders are too expensive ...
(He's happy to go along and persuade a trader to offer a wider selection, though)


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.
As this is his fourth scenario at tier 4, though, he will get a card feat. He'll choose "Blessing".
Presumably he can do that after we've dealt with all the upgrades, etc., and simply draw a Blessing 1 (Gorum) from his box.


And that was the only unresolved question.

Bekah takes a point of damage to temp close Volcanic Vents.

Then Ostog, with one blessing from Feiya, auto-succeeds at the villain combat.

Jamirah is defeated, with nowhere to run. Game over!


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.


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
Closing check - fight a Giant Sand Eel - Combat 17.
Currently here: Salim ; Elemental Treaty, Lightning Storm.

Volcanic Vents
Closing check - everybody here takes 1 Fire damage.
Currently here: Bekah, Feiya.

Windswept Chasm
Closing check - defeat the Villain (Strength/Melee 8, then Combat 18)
Currently here (banes): The villain; Rolling Sphere (in some order)
Currently here (party): Oloch, Ostog.

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:
Oloch
Feiya (skizzerz)
Ostog
Bekah
Salim

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;
for his combat check (discarding his greatsword) he starts at 2d10 + 2d6 + 5

He can also bury a card to add 1d12 to any of his strength-based checks.

He has three blessings in his hand:
A Blessing of Achaekek (2 dice to any check to defeat a villain/henchman)
A Blessing of Gozreh (2 dice on any closing check - not applicable here)
A blessing of the Gods.

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).
And, finally, if he's the one fighting the villain he can bury his Topaz of Strength to add that 1d12 to one of his strength checks.

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),
not at the (closed) Tarworks.

@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.


By my count we've dealt with 5 of the 6 sandstorms (although getting two of them on one turn was a bit much!), so with any luck we'll be able to position ourselves and hope to be able to defeat the villain and win the game before the last sandstorm shows up. Let's hope so, anyway ...


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.
Still, we've got one more location closed, and Ostog is in position to fight the villain (with his trusty greatsword, and three blessings, in his hand).

Ostog wrote:

Hand: Greatsword, Topaz of Strength, Blessing of the Gods, Blessing of Achaekek, Blessing of Gozreh,

Displayed:
Deck: 3 Discard: 9 Buried: 0
Notes:
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.

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
The Roc is defeated, but Ostog's club is nowhere to be found (discarded club for an extra d10)

@GM:Things are getting a bit tricky here.
From the Sandstorm Roc's powers, after Ostog acts he examines the top card of the blessings deck. It is, of course, another Sandstorm, so everybody has to go through that again. But the second power also says that if the roc is defeated, Ostog immediately gets to attempt to close the location the Roc came from. How do these powers interact?

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.
It's yet another curse - a Symbol of Fear! This isn't going as planned ...

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.
End turn; Fortitude 7: 1d10 + 3 ⇒ (7) + 3 = 10 That's good enough!

Reset hand, drawing 3 cards.

Ostog wrote:

Hand: Longspear, Greatclub +1, Topaz of Strength, Blessing of Torag, Blessing of Achaekek,

Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: Blessings are generally available
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


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
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

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
It attempts to snatch both Bekah and Feiya up and carry them off.

@Bekah, Feiya You have to deal with the Roc's attempt to grab you.

As the Roc launches itself into the air, Ostog strikes!
Attacking with Greatclub, discarding weapon for an extra Strength, die, and discarding Blessing of Lamashtu for yet another die.

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 gets to draw 1d4 - 1 ⇒ (3) - 1 = 2 random cards from his discard pile - a Blessing of Achaekek and his Mastiff.

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:

Hand: Greatsword, Topaz of Strength,

Displayed: Curse of Fevered Dreams,
Deck: 7 Discard: 8 Buried: 0
Notes: Blessings generally available
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.

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)
I should probably wait until all the moves, examines, etc. get resolved before trying to take my turn

@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:

Hand: Greatclub, Ranseur of the Gargoyle, Quartermaster, Blessing of Lamashtu, Blessing of Gozreh,

Displayed: Curse of Fevered Dreams,
Deck: 7 Discard: 5 Buried: 0
Notes: Blessings generally available
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


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)
Curse of Fevered Dreams is in effect.

Ostog resets his hand, drawing four new cards (Blessing of the Gods, Greatclub +1, Topaz of Strength and Greatsword).
Then he recharges all of them (and his Longspear), and draws 1d4 + 1 ⇒ (1) + 1 = 2 cards: Rage Token & Blessing of Torag.

Ostog wrote:

Hand: Rage Totem, Blessing of Torag,

Displayed: Curse of Fevered Dreams,
Deck: 11 Discard: 4 Buried: 0
Notes: Blessings generally available
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


I guess I can deal with the initial Lightning Storm setup
It's at 1d5 ⇒ 4 Oloch's location - Tarworks

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:

Hand: Longspear, Whetstone, Mastiff, Smith, Blessing of Achaekek,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessings generally available
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.

@GM: Why do we seem to have a Scenario Deck?


Ostog will take an Ally for his deck upgrade


Prior post edited.

@GM: You're going to have to sort out the location deck, I'm afraid. Sorry about that.


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:

Hand: Longspear, Greatsword, Ranseur of the Gargoyle, Blessing of Achaekek, Blessing of Gozreh,

Displayed:
Deck: 8 Discard: 1 Buried: 3
Notes: Blessing of Achaekek available; Blessing of Gozreh available to add 2 dice to a closing check
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


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
Combat 13: 1d10 + 5 + 1d8 ⇒ (4) + 5 + (6) = 15 Success!

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 ...
Obviously Ostog would choose to add even more boons to his already impressive collection!

@GM: Is this correct?


I believe Ostog had already encountered the Druid of the Hive
(it doesn't look as though the lists of random cards are being updated)


After all the excitement, Ostog heads off to the Canny Jackal for a while.
But any hope of a quiet drink is soon quashed - as soon as he enters he runs into a Cryptfinder

Cryptfinder:

Henchman Monster 1

Traits
Human
Rogue

Check
Combat
12

Powers
Before you act, succeed at a Wisdom or Perception or Charisma or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

Ostog can't make the BYA checks, so this is going to be a Combat 12
I don't want to defeat it by too much, or we'll have to burn the location should we want to close it. With just about any weapon Ostog is far too likely to over-achieve. While he's only got a 40% chance of success fighting bare-handed, he can also reduce any damage he takes by 3 if he fails. (Ostog fail? Never!)

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)


We had eight before my turn. I added one, and you've just added another, so it looks as though we have the ten we need. Now we just need to close all the locations ...


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.
Bury Rage Totem to draw Blessing of the Gods from discard pile, then discard blessing to explore again
He finds some armor that has been fashioned from the hide of a crocodile, and takes a closer look at it.

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 ...
@GM: Display Crocodile Skin Lamellar next to the scenario

End turn, draw two cards (blessing, longspear)

Ostog wrote:

Hand: Longspear, Greatsword, Ranseur of the Gargoyle, Blessing of Achaekek, Blessing of Gozreh,

Displayed:
Deck: 8 Discard: 1 Buried: 3
Notes: Blessings available - preferably for a closing check (Gozreh) or a Henchman/Villian fight (Achaekek)
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


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.
He can't get past the sphinx to grab his equipment, but fortunately he is able to snatch up some of his other gear.
BYA - Recharge hand, reset hand, bury one card

At last - a worthy enemy!
Ostog picks up his trusty greatsword. With a quick plea to the gods he swings ...
Combat 17: 1d10 + 5 + 2d6 + 1d10 ⇒ (5) + 5 + (2, 4) + (6) = 22 ... and the Sphinx is vanquished!

End of turn.

Ostog wrote:

Hand: Greatsword, Greatclub +1, Ranseur of the Gargoyle, Rage Totem, Blessing of Gozreh,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Notes: Blessing available (preferably for a closing check)
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([X] 3).
When another character at your location moves during her move step, you may move to an open location.


Ostog isn't one for strategic planning - he just wants to fight things.
As a player, though, I agree with Oloch. First things first!


If Oloch and Eliandra are both visiting the Ghoul Market, shouldn't there be three Armors on offer?


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.


Ostog would like the Blessing 2 1d1000 ⇒ 850


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?)


Sounds like a good plan to me!


"Thanks, Salim!"
Wisdom/Charisma 8: 3d6 ⇒ (6, 4, 6) = 16 The barrier is defeated.

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:

Hand: Greatclub, Greatclub +1, Athlete, Smith, Blessing of the Gods #1,

Displayed:
Deck: 4 Discard: 9 Buried: 1
Notes:
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([ ] 3).
When another character at your location moves during her move step, you may move to an open location.


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.
We've already encountered this once (and did not banish it), so we shouldn't be able to run into it again - you can't have more than one copy of a 'P' card in the box!


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
Ostog is unfamiliar with Armor, and damages it irreparably trying to extract it from its hiding place.

Corrected hand:

Ostog wrote:

Hand: Longsword, Greatclub +1, Athlete, Blessing of the Gods #1, Blessing of the Gods #2,

Displayed:
Deck: 5 Discard: 8 Buried: 1
Notes:
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([ ] 3).
When another character at your location moves during her move step, you may move to an open location.

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
(Discard Quartermaster to explore again)
Ostog investigates, and finds a Coffer Corpse

First check, using Longspear Combat 8: 1d10 + 3 + 1d8 ⇒ (4) + 3 + (7) = 14
Second check, using Ranseur Combat 10: 1d10 + 3 + 2d4 + 1 ⇒ (7) + 3 + (4, 2) + 1 = 17

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:

Hand: Greatclub +1, Athlete, Blessing of the Gods #1, Blessing of the Gods #2, Sedja (found),

Displayed:
Deck: 6 Discard: 8 Buried: 0
Notes:
Sideboard cards:

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
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([ ] 3).
When another character at your location moves during her move step, you may move to an open location.