With no enemies close by, Rhagador did not mind risking an Event or two, so went for 3 Activation Dice.
A Healing Roll takes two Actions, is against DL 10 + HP Lost, at +1 for each Lvl of Healer, which is roll of +1 vs DL 11, needing a 10 to succeed. With a roll of 11, Shaggram regains one HP, and cannot be Healed by the Healer Trait again this game.
Now, as long as that Troll would keep wheeling about without any real sense of purpose, the party might be able to get to the opposite side of the table relatively unscathed!
Shaggram felt a bit lonely and decided to hurry things up a bit; three Actions should do the trick.
Targeting the two Orc Brute to the North, previously scorched by a Fireball, the Wizard invoked another, hoping to again catch him with a blast.
With an '11', the red hot sphere burst forth from Shaggram's hands and exploded around the unfortunate Orc, and with an '18' the creature was burned beyond recognition.
Then, he followed Rhagador, deciding that there is strength in numbers.
Finghal, feeling left a bit behind, wanted to keep up with the Rogue, but the Dice Gods wanted it differently.
Fortunately, this took the hulking abomination further away from all members of the party, and Finghal could use his only action to move North, trailing well behind Argesïl.
All our heroes had now had their chance to act, and Turn 3 ended.
Would the adventurers keep avoiding the roaming Trolls, or are some of them ending up on the menu?
More thrilling tales of breathtaking perils will follow tomorrow 😉
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