The card does not state, whether the Monster has to keep approaching the 'handy' object, but as SS&SS seems to avoid bookkeeping, I reckoned not.
As mentioned earlier, Orcs are Vulnerable to Magic, so instead of DL 8, Shaggram rolls against DL 5 to actually harm the Monsters.
Shaggram giggled to himself while checking his supply of spell components (not a game thing, just for flavour).
During this phase of the game, I seem to have been a bit absent-minded.
The state of affairs after Rhagador made his move:
With many Foes in play this card can spell doom for the unwary adventurer, but as Shaggram and Rhagador had already thinned the lines of the Orcs, and the Troll was still blundering about, nothing severe happened.
These two Brutes moved closer to Shaggram, who just waited for a chance to unleash Hell on them.
With his two actions, Argesïl moved within spitting distance of the far table edge.
Now, if no Wandering Monsters would appear to block his path, or another mishap happen, he should be safe...
Finghal, trying to catch up with Argesïl, slipped, and triggered two Events.
The first one... a Wandering Monster!
Rolling a 6, a Troll would appear on a random table edge,
and counting the South edge as '1', I rolled a D4 to determine the table edge of entrance.
A '3' meant the North edge - would the Troll thwart Argesïl's attempt to escape the badlands?
No, luckily the D6xD6 roll to determine the exact point of entrance placed the Troll nead the opposite corner - and it even moved further away on its random direction move.
With only one action left to move, Finghal was looking enviously at Argesïl's apparent escape.
Another turn ended without our heroes sustaining severe injuries. Could they keep foiling the intents of the orcish hordes, or would the turmoil summon too many foes for the party to overcome?
Do you want to know more?
Later today, or tomorrow, I shall continue the tales of the four intrepid adventurers.
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