Meligaster's Hand
Meligaster grabs the last thing in the lab, a scroll about Acid Jet. Reveal Guard for 1d4
Then Mel makes an attempt to secure the lab.
And it works! I think our mission is complete, my minions. er... I mean my friends. I suggest we make a hasty retreat to a more secure location to review the information we've gathered.
Meligaster's Hand
Meligaster moves to the Lab to see what is taking Hayato so long. He puts a an Elemental Treaty spell at the Lab to protect himself and if it happens to protect the rest of the team, well, I guess that is just how things are. Elemental Treaty:
Elemental Treaty
Spell B Traits
Check
Powers
After doing so , he immediately notices a cleric of some kind. "My friend, have you seen a Samurai around here?" he says while beginning to swing his amulet. Revealing Ectoplasm for 1d4.
The cleric becomes placated and decides to help Mel find his "friend." Discaring Sebti to explore. +1d6 to Diplomacy checks during this exploration. What were you doing in here anyway? Mel asks the cleric. Sebti shows him the Anubis Staff he had just uncovered. I see. We better take that with us. Revealing Ectoplasm for 1d4.
Mel picks it up and puts it in his pack. This might fetch a nice price back at the market. he says. As he turns around he bumps right into Hayato. Ah, hello Samurai. I was just looking for you. Have you seen our other "friends?" Ending my turn. Meligaster wrote:
Meligaster's Hand
Meligaster grumbles at Hayato's advice and continues to search around the Oasis. He is spotted by an Aspis Agent. He decides to use "Diplomacy" to resolve the situation. "Look into my amulet my friend," he says. Revealing Ecotplasm for my character power. +2 for my first check this turn to defeat a monster.
Defeated. I can examine and encounter the next card. "Yes. That's it my friend. Show me where the information we seek is located... What's this? A history book? You idiot! That isn't what I want! Meligaster kicks him into the spring of the oasis. Intelligence 3: 1d8 ⇒ 8 Acquired. Meligaster shoves the book into his pack. "I suppose it might be useful for something," he mutters. I'm over my hand size. If I play my blessing to explore I have nothing to close the location with. But we have to clear the whole thing anyway and I doubt we want to wait 4 more turns to get back to me to do it. Discarding Blessing of Pharasma to explore. Looking around more, he finds a scroll of Elemental Treaty. Arcane 4: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (1) = 16 Acquired. Still over my hand size. I'll discard my Fez. Meligaster puts his hat away and wipes his brow. "I think the sun is starting to get to me. I should rest here in the shade." Meligaster wrote:
Meligaster's Hand
Hand update: Meligaster wrote:
Meligaster's Hand
I DON'T HAVE TO KNOW HER TO KNOW SHE LOVED ME BEST!! Meligaster grumbles and begrudgingly hands his brother the Detect Undead spell he'd picked up. Here. Use this to make sure none of you fools get me killed. Handing Lem Detect Undead (Spell 1) He then moves to the Oasis. While looking for Hayato he finds an ancient symbol. Blessing of the Ancients. Reveal Guard to add 1d4
Acquired Bah! This ancient crap is no good to me. I need to get rich. Let's find some real treasure. He pulls out his dowsing rod. Playing Dowsing Rod to examine the bottom of the location. Trapped Locker, so I can't move it to the top. Bah. Just more junk. How am I ever going to get rich with these fools just leading me to junk! Attempting to recharge Dowsing Rod. Revealing Conch Shell for 1d6.
Recharged. Discarding Blessing of the Ancients to examine and explore. Mel sees another symbol. Pharsma I think. Revealing Ectoplasm for 1d4.
Acquired. I'm going to hold on to it for the close. Hopefully the Lady of Graves will favor me and make me rich before I have to meet her. Ending my turn. Meligaster wrote:
Meligaster's Hand
"Quit showing off, brother," grumbles Mel. Then out of frustration he adds, "Mother liked me best you know!"
Meligaster's Hand
Meligaster explores at the Dilapidated Plaza. He sees interesting Jewel Box. These things are usually booby-trapped, he tells Hayato. Disable 6: 1d4 ⇒ 3 It must busted, he says. Tossing it back into the plaza. Shuffling the undefeated barrier back into the Dilapidated Plaza. Meligaster wrote:
Meligaster's Hand
Meligaster moves to see what Hayato is up to. Why does it always take them all so long? he groans to himself. He pokes around and finds a scroll for a spell. Recharging Dredge to exchange it for another spell. Hmm.. Unshakable Chill. Mel says.
Reveal Ectoplasm for 1d4 per my power. Using Hayato's Blessinfo the Samurai. Wisdom 5: 1d4 + 1d4 + 1d4 ⇒ (1) + (2) + (1) = 4 Using my accessory reroll to reroll one of the 1s.
Wisdom 5: 1d4 + 3 ⇒ (4) + 3 = 7 Yes of course. Detect Undead. I knew that. And I didn't need any help. Mel sits down to read the scroll carefully to make sure he really understands it. Meligaster wrote:
Meligaster's Hand
Meligaster looks around in the Smoking Den looking for information on the Aspises. Aspisi? No matter. He finds a Malfunctioning Deathtrap. Who keeps leaving these things laying around? And in poor working order? Mel mumbles. Mel nimbly tries to jump out of the way. Revealing Ecroplasm for my power to add 1d4. Dexterity 5: 1d8 + 1d4 ⇒ (3) + (2) = 5 He narrowly avoids the monstrosity. Let's see what useful things I can find. Discard Silver Balladeer to explore. Quite Mel snaps at his Balladeer. He bumps right into the kneecaps of a Tomb Raider. The Aspis Tomb Raider is so surprised to see Mel and his Balladeer that he is speechless. Mell pulls out his amulet and begins to swing it back and forth. You don't want to scream. You want to come join us. First check to acquire an ally gives me +2. Reveal Ectoplasm for 1d4. Diplomacy 4: 1d12 + 1 + 2 + 2 + 1d4 ⇒ (6) + 1 + 2 + 2 + (1) = 12 Acquired. Mel sends the Tomb Raider ahead to see what else they can find. It's getting crowded in this tent. The Tomb Raider shows Mel right to some information on the Apsises. Aspisi? Recharge Psychic Detective to add 1d6 to my Perception check. Reveal Ectoplasm for 1d4 Perception 5: 1d8 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + (1) + (1) = 6 Defeated. The information seems to include some data on healing. Summoning random spell: Cure. Mel's got no time for healing when their are minds to be dominated! d4 Wisdom, no divine Attempting to close. Random ally is Dredge. Just then another Halfling pops out from the back of the tent. Mel recognizes him. Dredge? What are you doing here? Playing Spiritual Ally to reduce the difficulty by 3. Revealing Ectoplasm for 1d4. Diplomacy 8>5: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (3) = 15 Acquired. Location closed. Mel "old buddy"! Dredge says. I haven't seen you since that time you made me strap a ride a dog into that goblin camp. I still owe you for that. Mel pulls out his amulet. You will forget all that and join me he intones as he begins to swing his amulet. Also, when you see my brother you will try to steal his flute. Recharge on Spiritual Ally
Ending my turn. Meligaster wrote:
Meligaster's Hand
Mel stops by the Sunburst Market to swap his Padded Armor for a Remove Curse, because someone probably should. Meligaster wrote:
Meligaster's Hand
Meligaster decides he would be best suited to check out the Smoking Den. Lem would probably do well there as well.
Meligaster's Hand
Glbiness adds 3 to your Charisma for 1 whole turn (which for Lem is also his Diplomacy, Arcane, and Divine) for a whole turn. Charm Person gives you a random ally (you have to bury Charm Person so you'll probably just get to use once per scenario). One neat thing about Charm Person is that ally is then available at the end of the scenario for a deck upgrade. As for the armors, if they aren't on your deck list, they aren't worth an upgrade. I'm interested in Spell B. By the way, there were a fair number of deck 1 boons in the locations when we started, but we closed locations so quickly or the gnolls moving shuffled the locations so that we never got to see them. I'll take Charisma for my skill feat.
Meligaster's Hand
Meligaster finds some comfort in being joined by Mogmurch, but also cautiously hopes Mogmurch doesn't blow both of them up. He tucks him Mind Thrust in his hat. Displaying Fez and putting Mind Thrust on it. Continuing at the Windswept Chasm, he finds a holy symbol carved onto the cavern wall. Reveal Ectoplasm for my character power.
He feels a sense of favor from the ancients wash over him. He continues looking around. Discard Blessing of the Gods to explore. He sees another symbol. Reveal Ectoplasm for my character power.
He feels a sense of elemental blessing too. Discard Blessing of the Ancients to to examine, then maybe explore. The Second Law But then Mel feels cursed. So many feelings. Still exploring. Malfunctioning Death Trap. Who left this horrible thing here!? Recharging Blessing of the Elements since it invokes the Electricity trait. Intelligence 5: 1d8 + 1d8 ⇒ (4) + (5) = 9 Fortunately, with my superior intelligence, I can see how to turn this thing off. Now, to ponder more how to outdo my brother. Ending my turn. Meligaster wrote:
Meligaster's Hand
Meligaster moves to the Windswept Chasm. Maybe I'll get some quiet over here. He notices a Corrosive Dagger. Dexterity 8: 1d8 ⇒ 2 Ugh. No one wants that disgusting thing. He kicks it aside. Discard Silver Balladeer to explore. Mel asks his balladeer to play him a song while he looks around. Not that awful music my brother likes. But he doesn't notice that Dry Quicksand in front of him. Reveal Ectoplam for my power, discard Sign of the Thrush for 1 die. Dexterity 9: 1d8 + 1d4 + 1d8 ⇒ (4) + (1) + (6) = 11 As he start to slip in, he narrowly manages to jump and clears the quicksand by only a few inches. This place is horrible. He sits down to rest and think of ways to out do his brother. He pulls out his thinking cap (Fez). Meligaster wrote:
Meligaster's Hand
Mel grumbles at his brother's fortune, then continues to poke around in the tar. He is surprised to find a singed Bonecrusher Ambusher. Recharge Guard to add 1d6
He avoids the Gnoll's arrows. Watch and learn brother. Mel concentrates and sends a mental blast into the Gnoll's mind. Discard Padded Armor to activate my character power. Reveal ally (Ectoplasm) for 1d4 and it is my first check of the turn so +2.
The Gnoll's screams in pain. Mel laughs and tries to secure the Tarworks as the Gnoll runs off. Where does the Gnoll go?: 1d3 ⇒ 1 Play Spiritual Ally to help on the close check. Reduces teh difficulty by 3. Diplomacy 4 to close: 1d12 + 2 ⇒ (3) + 2 = 5 Mel barely closes the location, but acts as if it was easy. See Lem! That is greatness! Location closed. I draw my armor via the location's power. Perception 7 to recharge Spiritual Ally: 1d8 + 2 ⇒ (1) + 2 = 3
Mel thinks he's earned a rest. Meligaster wrote:
Meligaster's Hand
Meligaster thinks he smells the faint scent of burnt goblin and wonders what Mogmurch is up to. There is another scent too. Some other kind of burnt smell, but not goblin. Something with more fur. He wonders what it could be when he is almost knocked over by a screaming flaming Gnoll that rushes past him and Lem then dives into the Tarworks in hopes of extinguishing himself. Mel also knocks the Crocodile Skin Madu into the Tarworks when he falls over. "Dang it Lem!" he yells. "That was your fault!"
Meligaster's Hand
Meligaster picks his way through the Tarsworks, seeking cover from the Gnolls that ambushed us. He contemplates "convincing" Lem to shield him from the arrows, but before he can do anything he is interrupted by a Toxic Geyser. Exploring Tarworks: Toxic Geyser. The scenario's adventure deck number is 1, so the difficulty is increased by 2. I'll choose Wisdom. I'll recharge my Sage and use Mel's power to reveal an ally (Ectoplasm) for 1d4. Wisdom 7: 1d4 + 1d6 + 1d4 ⇒ (4) + (5) + (1) = 10 Defeated. "Oh Lem! I found a lovely little pool for you." I'll play my Dowsing Rod to examine the bottom card of my location: Crocodile Skin Madu. It is a boon, so I'll put it on top. Lem can try to acquire that. Perception 6 check to recharge the Dowsing Rod. I'll recharge Psychic Detective to help with that. Perception 6: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (1) = 10 Success Dowsing Rod recharged. I'll end my turn. Meligaster wrote:
Meligaster's Hand
Always with the flute Lem. I can take that smell away. Just look into my eyes and repeat after me "I smell nothing. There is no odor. I will obey Meligaster..." Are you sleepy Lem?
Meligaster's Hand
I shall start at at the Tarworks. Perhaps my brother might consider joining me there. Meligaster wrote:
Meligaster's Hand
Has anyone seen my brother? Meligaster wrote:
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