Turn 41Round 1
Pressing Tide Sixth sense for 1d6=1 round
(Intiative: Pressing Tide 2+1+5=8, Sheltering Leaves 4+8=12, War Wind 2+6=8, Molten Heart 2+4=6 , Blade Singer 3+3=6
VS
Cave Ogre Hunter 3+7=10
Cave Ogre War Thane 4+5=9 )
(Sheltering Leaves Agility roll, targeted shot Roll 1, pass)
(Sheltering Leaves str roll 4, hit) (Damage 4-4+2x2=4)(War Thane agi defense roll, 9, fail)
(Additional effect 1d3=3, 1d3=1
Effect: Knee cracked for three rounds, -1 agility)
(Merame Agi roll 6-1=5, hit)(poisoned, effect 1d3=1, 1d3=1)
(War Thane endurance resist=3+3, pass, poison dissipates)
(War Thane Counters, Merame damaged 1d3=3)
(Cave Ogre Hunter Agi roll=9, miss)
(Cave Ogre War Thane str roll=4, hit) (random target 1d5=Pressing Tide)
(Damage 4-4+3x2=6)(Pressing Tide agi defense roll, 2-1=1, pass, 2 damage negated)
(Pressing Tide Mind Blast chr roll=5, pass) (Ogre Hunter Resist roll=6, fail)
(Ogre Hunter -1 agi/str, knockout!)
(War Wind agi roll, 9 fail)
(Molten Heart str roll 3, hit) (Damage 5-3+5x2=14)(War Thane agi defense roll, 9, fail)
The battle is decided quickly enough-Sheltering Leaves moves before anyone, taking out his staff and dealing a vicious blow the Cave Ogre Thanes knee as it stumbles forward, while merame jumps on his back and starts stabbing with the dagger. The Ogre swats at her before she can dig the knife in deep though, and the poison doesn't seem to effect him...
The Cave Ogre Hunter howls, and hurls his throwing knife at Molten Heart, who calmly stands his ground, then slices it into two neat, even pieces with his sword. The Hunter looks dumbfounded. Then he falls face first into the mud, his body spasming under Pressing Tides mindblast technique.
War Wind runs like a six foot turkey around looking for dry land, and fails.
The Cave Ogre Thane grabs a hold of Merame and tosses her away, where she bonks her head into a nearby giant mushroom. Then he sidesteps Sheltering Leaves, and leaps at Pressing Tide, who is just a bit too slow to prevent being bullrushed into the muck. The Thane raises his axe to deal a deathblow to Pressing Tide, and is suddenly pierced through the chest by Molten Hearts two-handed sword. He gurgles, and dies.
The Ogres are fairly shocked you killed the Thane so fast, and any ideas they had about joining the fight quickly fade as they witness the carnage. The other Ogres quickly help their friend up before he drowns in the mud.
The Ogre Leader approaches again, smiling a bit-probably glad you killed the Thane that undermined his authority for so long. He howls and woots at you.
Darain hums, and translates.
"He seems to be willing to invite you to their village, if you want to trade. He thanks you for not killing anymore than you had to, and is impressed by your combat skills. He mentions though, the families of the dead warriors will expect Weregild for the slain, possibly in treasure, or the form of trial by combat. He says your entitled to anything the Ogres had when they died, as victors rights.His village is located across the river, but if our looking for the rat-lizard village, it's much closer. He stresses that the rat-lizards are notoriously crafty and very protective of their land, but mostly honest.
---------------------------------------------------------------------
Cave Ogre War Thane, -18 HP, Cracked Knee (-1 agility, 3 round duration), also dead
Cave Ogre Hunter mindblasted, knocked out
Pressing Tide, -4 HP
Merame, -3 HP
2x pairs of Giant Wooden Mud Stompers, halves agility penalties in gooey terrain (These are fairly simple constructions-heavy, wide boots made of tower cap wood, designed to improve traction in muddy terrain. They also look they will fall apart after repeated use-the wood is already rotting.)
Cave Fish Bone Two Handed Axe, +3 damage, -2 Defense (The Cave Ogre Thanes most prized possession, this axe is weighted to crush instead of slash, and is made of bone. It's pretty heavy.)
12xCave Fish Bone Dual Throwing Knives +1 damage, +2 agility (A nifty piece of work-it's amazing Ogres are capable of such constructions. They're very sharp, aerodynamic, and perfectly balanced for throwing.)
2x Unknown Leather Loincloth, +1 defense (Thick, scaled leather from some sort. Possibly some sort of reptile. It's thick, but doesn't fit any of you well, since it's more like a toga.. might as well save the leather for something useful. The Ogres could tell you what leather it's made of, if you asked.)
The Cave Ogres pick up their dead, and begin packing up the rest of the meat and moving on. What will the Kai do?
-Enemies attacking-*none*
Eight Ogres undecided
Battlefield Conditions: Muddy Terrain halves agility unless using ranged attacks, and all damage inflicted is double since you can't dodge as well.
Cave Ogre War Thane
0/18 HP
Status
Cracked Knee (-1 agility, 3 round duration)
Dead Meat
Weapon: Cave Fish Bone Two Handed Axe, +3 damage, -2 Defense
Armor: Leather Loincloth, +1 defense/Giant Wooden Mud Stompers, halves agility penalties in gooey terrain
Strength: 4-1+1=4
Endurance: 3
Agility: 4-1+1-1=3
Intelligence: 4
Charisma: 4
Traits:
Squad Leader: +1 charisma to rolls when ordering other Warriors about
Leadership-as long as this enemy remains alive, each of his or her allies gains +1 damage
Mastered Two Handed Axe, +1 str/agi in combat when wielded
Cave Ogre Hunter
11/11 HP
Status
Mindblasting, (-1 Str/Agi)
Knocked out
Weapon: Cave Fish Bone Dual Throwing Knives +1 damage, +2 agility
Armor: Leather Loincloth, +1 defense/Giant Wooden Mud Stompers, halves agility penalties in gooey terrain
Strength: 1-1=0
Endurance: 1
Agility: 3+2-1=4
Intelligence: 3
Charisma: 3
Traits:
Blade Singer(Krath)
Str: 6+1=7 End: 3
Agi: 5+1=6 Int: 3
Cha: 5 HP: 7/13
Status
Equipment
-Worn and equipped-
Green Kai Cloak, worn, +2 to sneaking
Leather Armor, worn, +2 to defense
Dual Sabers, +6 damage, -2 defense
Red Headband, +1 defense
Quick Scabbard, +2 against ambushes and sneak attacks
-Stowed-
Perfumed letter From the Queen of Esteros (read)
Abilities
Hardened Mind, +1 to resist mental attacks
Strong, +1 to strength from conditioning
Mastered Twin Sabers, +1 str/agi in combat when wielded
Disciplines:Weapon Mastery/Twin Sabers, Mind Shield
Pressing Tide(IronyOwl)
Str: 3 End: 3
Agi: 3-1=2 Int: 3
Cha: 9 HP: 9/13
Equipment
-Worn and equipped-
Chains, +0 damage, two attacks a turn
Green Kai Cloak, worn, +2 to sneaking
Leather Armor, worn, +2 to defense
-Stowed-
Elder Sign, does 3d10 to all undead and demons in battle when envoked-Pressing Tide must make an agility roll to avoid being damaged himself. Anyone else would have to make a charisma roll or go insane.
Karma Cards, GM hax
1x Torches, provides ten turns of light (unlit)
Darain's head, the head of a now defunct stone golem-he's very talkative, but very heavy, giving you a -1 agility penalty during combat. You love him so much though, you can't put him down until your sure he's safe.
Abilities
Battle Mind, -1 to Enemy charisma rolls to resist mind blast
Foresight, +1 to all stats for first 1d6 combat rounds, automatic
Disciplines:Mind Blast, Sixth Sense
Molten Heart (Zako)
Str: 5 End: 4
Agi: 4 Int: 6
Cha: 2 HP: 12/14
Equipment
-Worn and equipped-
Bastard Sword, +2 damage normal, +5 damage when wielded two handed, =Elemental Bane= (This weapon give you a passive +2 to damage elemental based enemies combat-if your feeling gutsy, a passed agility roll allows you to reflect elemental attacks aimed at you.)
Green Kai Cloak, worn, +2 to sneaking
Leather Armor, worn, +2 to defense
-Stowed-
Smithing Tools, allows crafting
Iron-Mind Headband, allows Molten Heart to heal his one ally of all mental damage a battle, at the risk of taking it upon himself.
1xLampsur Potion, refill all HP, cannot be used during battle
Healing Kit (0 Poultices left, heals 5 hitpoints)
Keepers Journal (The writings of man named Richard Morrows-a prisoner in the dungeon catacombs beneath the Keening Willow Cemetary. Useful information could be read within.)
Dwarven Ring of Protection, provides a passive -3 to all damage suffered while worn, expending a charge every time it is used in this way.*the ring feels completely cool to the touch*
Abilities
Hardened Mind, +1 to resist mental attacks
Darkvision, +1 damage in total darkness
Disciplines:Kai weaponsmith, Mind shield
War Wind (Taricus)
Str: 2+2=4 End: 3
Agi: 3+1=4 Int: 8
Cha: 5 HP: 9/17
Light Source: *Lit Torch (5 rounds remaining)*
Equipment
-Worn and equipped-
Iron Longsword, +3 to damage
Unloaded Crossbow, +5 damage, needs a full round to reload, cant be used in melee, ignores half armor
+1 Exquisite Young Ironwood Light Spiked Heater Shield:+2 to defense, -1 damage, wielding in offhand, additional 1 spike damage on successful defense roll, damage: 12%
Spidersilk vest, +4 HP
Green Kai Cloak, worn, +2 to sneaking
Lamellar armor, worn, +3 defense (Small plates of a strange silvery metal, woven with spider wire, this armor is fairly light, but stronger that your Kai leather by some degrees.)
-stowed-
Seeing Eye Necklace (A gruesome collection of eyes, gathered by the enchantress. It may have unknown powers.)
Smithing Tools, allows crafting
Food Rations for 3 days (smoked meat, tasty)
1xLampsur Potion, refill all HP, cannot be used during battle
1x Chunk of White Iron:Weapons or armor smelted from white iron are bane to the undead, doubly so if the rites of Ishtar and Kai are spoken aloud while they are being forged.
Prayer Book, A book of prayers to the Gods Kai and Ishtar
Leather Armor, worn, +2 to defense =Demon Bane= +2 defense vs Demon enemies (The Term Demon is used to describe anything that comes from the evil realm-things like dragons, Shadows, and the Dark Lords themselves.)
Roll of Yaz Skin, can augment an existing cloak, non-metallic armor or shield with bonus HP
Abilities: 1/1, Used once todayFire Breathing/Three times a day and once per battle you can breath fire on your foe for 3d3+1 damage. You have to eat a full meal to use this ability, not counting what you must eat to avoid starvation, and cannot eat a sapient being to do so, such as a Giak or a Human.
Strong, +1 to strength from conditioning
Mastered Long Sword, +1 str/agi in combat when wielded
Disciplines:Kai Armorer, Weapon Training/Longsword
Companion
Horse (Paladin)
HP: 20/20
Sheltering Leaves (SeriousConcentrate)
Str: 4+1=5 End: 4
Agi: 5+3=8 Int: 3
Cha: 5 HP: 6/18
Light Source: *Lit Torch (8 rounds remaining)*
Equipment
-Worn and equipped-
Reinforced Gauntlets/Boots, +2 damage, +2 agility, dried mud spattered
Green Kai Cloak, worn, +2 to sneaking, dried mud spattered
Spidersilk vest, +4 HP
Leather Armor, worn, +2 to defense, dried mud spattered
-Stowed-
Food Rations for 4 days (Came with orange slices, so you can share with Merame)
1xEmpty glass bottle
1xVial of Unknown, Untested Antidote (Shade Cap Poison)
Draconic Flute (unknown effect)
Double bladed staff, +2 defense, +2 damage (strapped on back)
2x Torches, provides ten turns of light (unlit)
Abilities
-1/3, used twice today Mystical Flash/Leaf gathers energy into his palm, then lunges forward and hits the target, releasing it as a bright flash in the colors of the rainbow. The release of spiritual energy is very powerful and can blow the enemy away. (Special attack that, if successful, adds Charisma to damage, can be used three times a day, and once a battle. Recharged through meditation.)
Animal Talker: +3 to Charisma when speaking with natural beasts
Mastered Unarmed, +1 str/agi in combat when wielded
Fast, +1 agility
Disciplines: Animal Kinship, Weapon Training/Bare Hands
Companion
Monkey (Merame)
HP:7/10
Status: Well Fed, +1 to all rolls
Orders: Look in crates
Abilities: Merame trap sense, +1 int vs traps
Fetch-can use simple items like potions in combat without rolling for difficulty
Armed-Poisoned Kris, can attack an unaware enemy
Horse (Thunder)
HP: 20/20
OOC: