Turn 40Ogre Rage Level {==========}War Wind is the first to speak up asking why they don't offer the Ogres help against the Rat-Lizards. Molten Heart tells Darain, to tell the Ogres they wish to trade in a safe place. The Ogres quiet down a bit. (-2 rage)
(Luck roll 10 VS Fate roll 8, Lucky!)(Effect 1d3=2)
Ogre Rage Level {==========}(Pressing Tide hard Chr roll 4+1=5, pass)(Effect 1d6=5)
When presented, the Ogres seem oddly entranced by Pressing Tides magic, and even the angry Ogre-who Darain identifies as a War Thain-is silenced. (-5 rage)
Ogre Rage Level {==========}Darain is renewing negotiations with the Ogre Leader, when an argument breaks out between War Wind and Blade Singer. Everyone stops to stare, as it gets louder and more onerous. The Ogres stop listening to Darain, and watch the fight.
'Sirs, I don't think this is the best time for...(Luck roll 6 VS Fate roll 10, Unlucky!)
The Ogre Thane decides to act impulsively, and clumsily breaks into a charges at the Kai while they arguing, pulling out his a large axe made of bone. Some of the other Ogre warriors look undecided, but may choose to attack if the Kai or do not end the battle quickly any way, or even if they manage to kill him. It's clear as long the Thane lives, the more Ogres he will rally to the attack.
The Thane bellows, and...
(Cave Ogre War Thane Charisma roll 4-1=3, pass) (effect:1d6=1)
One of them lumbers up quickly, responding to his Thanes call for aid. He's wielding at least a dozen bloody knives in each hand, weighted for throwing. He picks out Molten Heart, and begins to take aim.
-Enemies attacking-*Cave Ogre War Thane**Cave Ogre Hunter*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
18/18 HP
Status
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=4
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
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
Endurance: 1
Agility: 3+2=5
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 (unread)
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: 13/13
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:10/10
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: Stupid Lord game, it's eating all my time now.