Goblin

Wendy-Ann - 1007 Tup's page

35 posts. Alias of Wendy-Ann.


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Tup raises his head after smashing the skeleton to see his lizard running down the hallway way from a longshanks heading his way.

Discard frilled lizard for extra explore

Acrobatics DC 15: 1d8 + 2 ⇒ (8) + 2 = 10 which is of course a fail.

I cannot make the combat check either (no attack spell in my hand) so I will roll for damage as one of us has failed and the barrier will go back into the location and it will shuffle.

Random damage: 1d4 + 1 ⇒ (4) + 1 = 5

Tup's Doghide Armor is shredded to pieces by the longshanks.

Banish Doghaide Armor to reduce all damage to 0. The Longshanks Adventurers have done their worst so we can move on the the next person's Turn - All yours Zarlova

Tup wrote:

Hand: Blessing of Zarongel, Invisibility (found), Reformarium Servant, Immolate, Potion of Vision, Potion of Fortitude (found),

Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup sticks his head into another room and finds an Skeleton Horde. Six Ancient Skeletons emerge and run in diferent directions, one heads for Tup

Everyone at an open location has to summon and encounter an Ancient Skeleton.

Ancient Skeleton
Henchman - Combat 8 (Immune to Mental & Poison).
If your check to defeat has the slashing or piercing trait the difficulty to defeat the Ancient Skeleton is increased by 3.

Tup faces the skeleton and conjures a blade of fire uses fireblade spell

Combat 8: 1d12 + 2 + 2d4 ⇒ (2) + 2 + (2, 4) = 10 and burns it to dust.

@GM - I need a spell from the box as I have to banish the fireblade due to not having divine

I will delay the remainder of my turn until others have fought their skeleton and the GM has given me a spell from the box. I have allies to explore with but currently no way to fight if I find the henchman/villain


Tup goes back into the dungeon to see what got past him and finds a BUGBEAR. He glares at the bugbear hoping that lady luck doesn't desert him this time!!

using Fiery Glarre

Combat DC10: 1d12 + 2 + 2d6 ⇒ (10) + 2 + (5, 1) = 18

The bugbear burns up under Tup stare.

Recharge Fiery Glare DC 10: 1d12 + 2 ⇒ (2) + 2 = 4 Lady luck really doen't like Tup. He slinks off into a corner.

With no spells left I will stop there. Discards Dogslicer to hopefully get more spells or blessings

Tup wrote:

Hand: Fireblade, Doghide Armor, Reformarium Servant, Frilled Lizard, Potion of Vision, Potion of Fortitude (found),

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup hears that Ranzak has found the revolting Elf and attempts to prevent her escaping into the dungeon. He asks Urgraz for a little assistance (using Urgraz's Blessing of Abraxas)

Arcane DC 7: 1d12 + 2 + 2d12 ⇒ (1) + 2 + (1, 1) = 5 and totally fails to hold the door closed.


Tup heads into a dark dungeon hoping to stay away from those Longshanks and stumbles on a bottle

Int DC4: 1d6 ⇒ 4 he manages to pick it up before it rolls down the hill and realizes he has a potion of fortitude.

Tup wrote:

Hand: Dogslicer, Doghide Armor, Reformarium Servant, Fiery Glare, Potion of Vision, Potion of Fortitude (found),

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup attempts to dodge the longshanks heading his way, he asks Zargobla for a little help and reveals her Reformarium Servant who tells Deliverance to distract the longshanks.

Uses Zargobla's blassing and uses reformarium servant and discrding Deliverance to get an extra D4. With 4 successes I don't want to risk this one too much.

Acrobatis DC8: 1d8 + 2 + 1d8 + 1d4 ⇒ (7) + 2 + (8) + (4) = 21

Tup deftly dodges the longshanks and laughs at him.


Harsk hears a prayer to Lamashtu coming from the dungeon nearby.

Tup will discard a blessing of Lamashtu to add 1 die to Harsk's check.


Tup will head for the Thassilonian Dungeon.

Tup wrote:

Hand: Dogslicer, Doghide Armor, Reformarium Servant, Fiery Glare, Potion of Vision, Blessing of Lamashtu, Deliverance,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Blessing of Lamashtu is available but please consultbefore burying

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


I would like to take a item,it will give me a chance to get a heal into the party. Otherthan that I don't have any other choices.

Still working out where I want to start.

As an FYI: I will have limited posting ability after Monday as I will be going back to work after two weeks away (and I mean two without even thinking about work). With three, fast looming, deadlines, 250 emails to plough through and a businss trip on the 9th - 11th spare time will be very small and sporadic.


Unfortunately I think the upgrade cards are worse than that as I banished the Potion of Vision and the Blast Stone in the first battle with Vorka.


Using the previusly discussed strategy

Tup grabs the thieves tools from Ranzak and stuffs them in his pocket. Now that the spectre has been disposed of Tup moves in to tackle Vorka again. Vorka starts to attack and again Tup dodges in hopes of avoiding her. She asks Zalova to call on the gods for their blessing (activates the top card of the blessing deck - Calistrria - for 2 extra dice).

Acrobatics DC7: 3d8 + 2 ⇒ (1, 6, 2) + 2 = 11 and so Tup manages to avoid Vorka and attack.

So Tup throws his frilled lizard at Vorka to distract her, calls on Harsk to help with a blessing and more distraction. Ranzak calls on the power of Zarongel and Zalova calls on Pharasma.
banish lizard to use Tup's arcane skill plus 1d8 and Harsk's power to add 1d4+1. Ranzak's blessing is discarded to add 2d12 and Zalova discards Blessing of Pharasma to add another 2d12

Combat DC15: 1d12 + 1d12 + 1d8 + 1d4 + 2 + 1 + 2d12 + 2d12 ⇒ (4) + (3) + (3) + (1) + 2 + 1 + (9, 6) + (1, 10) = 40

There is satisfying whoomph! as most of the cabin explodes leaving just a bulkhead with Vorka cowering behind it. Tup moves in for his second attack. He tells his reformarium servant to attrasct Vorka's attention, calls on Hsarsk for his help and Ranzak prays hard to Lamashtu for our vistory
Banish servant to use Tup's arcane skill plus 1d8, 1d12 from Harsk's blessing and 1d4+1 from Harsk's power, 2d12 from Ranzak who buries Blessing of Lamashtu

Combat DC12: 1d12 + 1d12 + 1d8 + 1d4 + 2 + 1 + 2d12 ⇒ (9) + (11) + (8) + (3) + 2 + 1 + (7, 12) = 53

Whoomph, Whoomph!!! The bulkhead is destroyed and Vorka with it. The party wanders off cheering having removed the fireworks they were sent here to find. Tup slinks back muttering 'it must burn' and sets light to the ship.


Encouraged by the success of his first attack Tup wades in to finish her off. With the help of Harsk from afar and a quick prayer to Lamashtu Tup throws a potion bottle in Vorka's face to distract her and attacks

Banishes the potion of vision, buries the blessing of lamashtu allowing Tup to use his arcane skill + 1d8

Combat DC12: 3d12 + 1d8 + 1d4 + 1 + 2 ⇒ (10, 3, 1) + (2) + (1) + 1 + 2 = 20

Vorka reels from this attack and dashes to hide behind a shadow in the corner of the room.

Vorka is now on the bottom of the location deck. She would have been defeated by Tup but her power allows her to evade (unless she is the only card in the location deck) and hide at the bottom of the location deck.

Tup wrote:

Hand: Doghide Armor, Frilled LIzard, Burning Snot, Fiery Glare, Fire Sneeze, Reformarium Servant,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup ventures further into the cabin, not sure which of the creatures he knows are in there he is more afraid of. He spots Vorka lurking in the corner and attempts to dodge her first action.

Acrobatics DC7: 3d8 + 2 ⇒ (4, 3, 4) + 2 = 13 using Zargobla's BotG as Blessing of Calistria

Tup elegantly dodges Vorka and uses his innate ability with magic to attack Vorka. He throws the blast stone into Vorka's cooking pot (Banishes Blast Stone), prays to Zarongel for assistance (discards blessing to add 2 dice)

My power allows me to banish a card and use my arcane skill plus 1d8, adding the attack, fire and magic traits. This does not count as playing a card with the fire trait (GM confirmed that) so I don't trigger the location's power.

Combat DC15: 3d12 + 1d8 + 1d4 + 1 + 2 ⇒ (4, 10, 10) + (8) + (2) + 1 + 2 = 37

Pausing for Harsk's response on using a second recharge for 1d4+1; shouldn't need it, but can't see a downside from my angle.


Thunderspirit's 1001 - Harsk wrote:
Goblin Harsk is perfectly willing to recharge his warhammer for Tup's Combat check. If Zargobla wants to hold on to their BotG this time, Goblin Harsk will discard his.

Thanks Harsk, can you help on BOTH of the combat checks please? It will take two combat checks this turn to defeat that evil Vorka.


Tup ventures further into the cabin, not sure which of the creaures he knows are in there he is more afraid of. He spots Vorka lurking in the corner and attempts to dodge her first action

Having met Vorka I now have 3 checks to make. The first is an Acrobatics 7. I have 1d8+2, I would like to request a blessing for that as I don't want to lose cards (you'll see why later). The other 2 checks are combat 15 & 12 against Vorka.

I can attempt the two checks to defeat Vorka by banishing the two cards I acquired (Both Bs) and adding blessings that add 2 dice to each check. This would give me a good chance to succeed (3d12+1d8+2 for each check). This does not count as playing a card with the fire trait so I don't take damage from Vorka (if I succeed). If Goblin Harsk could recharge a card for each combat check that would be even better.

If this goes well and someone else can handle the Shadow then I can potentially do it again next round using 2 blessings from Ranzak to give me the same dice to roll (plus anything else others want to throw in that they have left in their hands).


I have no way to add magic to another character's check (and I don't think anyone else does either)

I have two attack spells in hand with the magic trait but they both have the fire trait. Also one of my powers allows me to banish a card to use my arcane skill plus 1d8 and add the magic, fire & attack traits. This counts as using a spell. Taking a hit more than once would be tough without a cure (I don't have a way to cure myself).

Thinking it through it looks like we can let the next few turns happen, being careful with resources, and look at strategy after the next fight or before Mogmurch's next turn (whichever comes first)


Tup follows Ranzak into the Ship's Cabin, phew what did he just find? It smells bad in here. Tup stumbles on a potion and manages to pick it up.

int 4: 1d6 ⇒ 6 YES! It's a Potion of Vision.

Tup wrote:

Hand: Potion of Vision (found), Blast Stone (found), Blessing of Zarongel, Fiery Glare, Fire Sneeze, Blessing of Lamashtu,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Blast Stone (1d4 to a combat check by a character at my location) and Blessings available for others but please consult before burying the Lamashtu blesssing. Potion of Vision : Banish and choose a character at my location to auto succeed at a Perception Check.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup atttempts to run from Stomp but gets hit by a flying hoof.

id4 damage from Stomp: 1d4 ⇒ 2

The blow makes Tup drop his potion bottle and startles him so much he forgets one of his spells Discards Potion of Fortitude and Fireblade

Tup wrote:

Hand: Blast Stone (found), Fiery Glare, Fire sneeze, Blessing of Lamashtu,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Blast Stone (1d4 to a combat check by a character at my location) and Blessing available for others but please consult before burying the Lamashtu blesssing

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Recharges blessing of Hadregash to assist Ranzak. Hadregash obviously wasn't listening

Deliverance steps up to offer help Cohort is added to my hand at beginning of first turn

Tup moves into the Horse Pen and is so busy keeping an eye out for the Horse he trips over a funny looking stone.

Int DC 4: 1d6 ⇒ 5 He realizes it is special object and decides to pick it up (Blast Stone acquired).

He tells Deliverance to stay out of the pen and keep watch (discards Deliverance to get to hand size)

Tup wrote:

Hand: Potion of Fortitude, Blast Stone (found), Fireblade, Fiery Glare, Fire sneeze, Blessing of Lamashtu,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blast Stone (1d4 to a combat check by a character at my location) and Blessing available for others but please consult before burying the Lamashtu blesssing

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup attempts to fight off Scribbleface's whispering and manages to close his mind to the evil noise!!!

DC4 Wis: 1d4 ⇒ 4


OK, trying this again (thought I posted this morning but the the Paizo Goblins must have eaten it)

Tup will go to the horse pen and use his dexterity to dodge that nasty horse.

Tup wrote:

Hand: Potion of Fortitude, Deliverance, Fireblade, Fiery Glare, Fire sneeze, Blessing of Lamashtu, Blessing of Hadregash,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing available for others but please consult before burying the Lamashtu blesssing

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Sorry for the delay, work is interupting real life this week.

Tup's choices are Blessing 1 and an Armor B

He will also swap in a blessing of Zarongel (promotional) for one of his BotGobs.

Power - [X] When you banish a spell not for its power, draw a spell from the box


Tup leaves the woods and hopes that Urgraz deals with the next monster and that nasty Lotslegs so that we can get on and find those fireworks for the Chief. He heads for the Shrine of Lamashtu in hopes of placating the gods and preventing LotsLegs excaping Urgraz's clutches.

Tup has no more blessings in his deck so he will leave his hand as is.

Tup wrote:

Hand: Fireblade, Potion of Vision, Blessing of the Gobs 1, Burning Snot, Potion of Fortitude, Reformarium Servant,

Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes: The blessing is reserved for closing the Shrine!

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup watches Ranzak fighting a skeleton and then suddenly notices one heading his way.

Combat 8: 1d12 + 2 + 2d4 ⇒ (2) + 2 + (2, 3) = 9 and Tup sets the skeleton alight (using Immolate)

Recharge 7: 1d12 + 2 ⇒ (3) + 2 = 5 and promptly forgets the spell (discards Immolate spell)

Tup wrote:

Hand: Fiery Glare, Blessing of the Gobs 2, Alchemist's Fire, Doghide Armor, Dogslicer,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


@cartmanbeck: You need to put another random monstar out there as Ranzak encountered a monster as well.


Tup wanders around the warren a bit more and hears an amazing sound and starts to move toward it.

Tup finds a Siren and attempts to ignore her call. He calls on Lamashtu and asks Ranzak to help him out. Ranzak uses a BotGobs to mimic Lamashtu.
Both of these blessings are buried to add 2d4 each

D4 from Tup's Wisdom, 2d4 from his Blessing of Lamashtu and 2d4 from BotGobs mimicing the Blessing of Lamashtu on the top of the discard pile.

Wis DC8: 5d4 ⇒ (2, 3, 2, 2, 4) = 13 Tup closes his ears to the Siren's call and chases her away. He looks over at Ranzak and asks "what have you found?"

Tup wrote:

Hand: Fiery Glare, Blessing of the Gobs 2, Immolate, Alchemist's Fire, Doghide Armor, Dogslicer,

Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage

Ranzak buries BotG and Tup buried Blessing of Lamashtu

@Cartmanbeck: As I encountered a monster at the warrens, a random monster needs to be put on the top of a random other open location


Tup takes one look at the Shrine to Lamashtu and thinks better of it. Warrens here I come.

Tup runs into a member if the night watch (ally B) and spins a pretty tale to convince him to join the expedition into the warrens

Diplomacy 6: 1d12 + 3 ⇒ (1) + 3 = 4 "Nope" the night watch said, "my mama didn't raise me to help no Goblins" and stalks off.

Tup tells Deliverance to go chase him off (discards Deliverance)

Tup wrote:

Hand: Fiery Glare, Blessing of Lamashtu, Immolate, Alchemist's Fire, Doghide Armor, Dogslicer, Deliverance,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup is standing on the remaining Spell 1 so no one else can see it and will fish around the camp for blessings.

Tup requests the remaining Spell 1 and will use her 3 summoned cards to get blessings. I'm looking for a Blessing 1, once acquired the remaining cards are free for others. I'm leaving the existing blessing 1 for Harsk as he currently doesn't have a 1 upgrade yet but I think Ranzak might be about to help with that.


Tup takes a quick look at his shadow to make sure it's not doing anything wierd and then looks around the camp for other challenges.

barrier: 1d6 ⇒ 3 and sees a club heading his way. He yells to Urgraz and Zarlova for some help from the gods

Dex 8: 3d8 ⇒ (6, 3, 5) = 14 and with help from Urgraz and Zarlova Tup dodges and hides to avoid getting clubbed.

He then looks around and seeing no other challenges in view he calls to the Goblins to move on to the feast part of this party. Looking for a little more help from Zarlova and using his best words (not written speech of course) gets the licktoad tribe to go eat

Diplomacy 4: 2d12 + 2 ⇒ (5, 11) + 2 = 18

Best speech EVER!!

Location Closed, We Win!!!

Used both of Zarlova's blessings and Urgraz's blessing (thanks guys)


Tup hears Urgraz demand that Tup explore,so, Tup explores. and finds

A Barrier: 1d6 ⇒ 2 bag tasty of slugs!

Here we go, we love slugs, we love slugs! (don't we?)

Con 5: 1d8 ⇒ 6 the first is super yummy and slides down and now for another one. Tup thanks Urgraz as he calls for a blessing for Tup and throws the rest of the bag of slugs down his throat

con 5: 2d8 ⇒ (4, 4) = 8 and they stayed down (thanks Urgraz that really helped.

Tup looks at Ranzak and see he is looking even worse than usual and offers a cure.

Cure: 1d4 + 1 ⇒ (3) + 1 = 4 and he forgets the spell completely

Tup wrote:

Hand: Burning Snot, Deliverance, Dogslicer, Detect Magic, Potion of Vision, Doghide Armor,

Displayed:
Deck: 5 Discard: 3 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage

@Urgraz: I used your blessing of the Gods (thankyou)


Hand update

Tup wrote:

Hand: Burning Snot, Deliverance, Dogslicer, Detect Magic, Potion of Vision, Cure,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Tup emerges from the bushes, torch in hand, grinning. Reta suddenly starts reaching for her bridal veil as it starts to burn! Following Tup is a large curly horned sheep.

Tup kicks a throwing axe and bends down to pick it up,

Dex 6: 1d8 ⇒ 2 kicks it across the camp and jumps up and down holding one foot.

Discard frilled lizard to explore again
Barrier! Barrier: 1d6 ⇒ 2 Bag of Slugs

Tup grabs a bag of slugs to take his mind off his throbbing foot.
Using a blessing Con 5: 2d8 ⇒ (2, 5) = 7

Half the slugs go down, want more! Using a blessing Con 5: 2d8 ⇒ (2, 1) = 3 and they all come up again and he loses something our of his pack.

Over to you, Mogmurch.
(Don't forget the location deck needs to be shuffled; Tyler has posted on how to deal with that if he doesn't post a new version before you take your turn)

Tup wrote:

Hand: Burning Snot, Deliverance, Dogslicer, Detect Magic, Potion of Vision, Blessing of the Gobs 2,

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Turn Order: 1d1000 ⇒ 832

Tup wrote:

Hand: Burning Snot, Frilled Lizard, Blessing of the Gobs 3, Detect Magic, Dogslicer, Blessing of the Gobs 1,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage

GM: Tup has a cohort (Deliverance) which should be entered somewhere on the google sheet, but there doesn't seem anywhere appropriate. What would you suggest?


Wendy-Ann - 1007 Tup wrote:
I iz Poog, no one say different, I say Zarongel is best, no one say different. Must now go find weapons and spells

Poog go Poof!!!! Enter FIRE, Tup and Deliverance!!

Tup bring some Charisma into this sorry looking bunch


I iz Poog, no one say different, I say Zarongel is best, no one say different. Must now go find weapons and spells