Norg, Troll Gauntlet

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sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am
Norg, Troll Gauntlet

Post by sigfriedmcwild » Thu Jan 30, 2020 1:55 am

Roll20 Name: sigfriedmcwild
Discord ID: sigfriedmcwild
Character Name: Norg
Race: Troll

ECR: 11
Lifetime Legend Total: 1043595
Unspent Legend: 695
Thread Item Points: 38
Silver: 4978.4

Discipline: Gauntlet
Circle: 11th
Discipline Abilities:
  • Half-Magic: Gauntlets use Half-Magic for knowledge of the elements, different unarmed fighting techniques, and which prominent unarmed combatants shaped someone’s fighting style. They also use it to resist fatigue, distractions, and similar expressions of willpower and endurance.
  • Elemental Stance: After actions are declared for the round, but before any are taken, the adept can spend 1 Strain to use Elemental Stance. They gain +2 to their unarmed Attack test, unarmed Damage test,Physical Armor, or Mystic Armor. The adept can only make one Attack test in a round where this ability is used.
  • Pattern Infusion: The adept performs an eight-hour ritual to draw on their pattern, strengthening it and infusing it into their physical body. The manifestation of the ritual depends on the adept and how they choose to use their pattern. Infusing it into their hands may cause glowing runes on the surface as they anticipate or engage in combat, while similar runes could exist across their body if their pattern is used defensively. Each adept’s ritual is unique, based on their training and personal philosophy. Some travel to a location where the barrier between worlds is weak, a location of great power, one of personal significance, or that supports contemplation and introspection. The ritual is often performed as the last step of becoming a Warden, but may be done at any time. After the ritual, the adept takes 1 Blood Magic Damage and chooses one of the following effects: +3 to their unarmed Damage tests or +3 to their Physical Armor. The adept can perform this ritual again to change their bonus or remove it entirely.
  • Durability 7
  • +3 PD
  • +2 MD
  • +1 SD
  • +1 MA
  • +1 Recovery Test
  • Karma on Active Defences
  • Karma on Damage Tests
  • Karma on Recovery Tests
  • Karma on Unarmed Attack Tests (1/round)
Discipline: Air Sailor
Circle: 7th
Discipline Abilities:
  • Half-Magic: The Air Sailor’s uses for Half-Magic include knowledge of airship designs, recognition of different types of airships, commonly followed flight paths, and airship crew complements. It may also cover the maintenance, repair, and construction of airships.
  • Collaborate: Once per round as a Simple action, the adept may take 1 Strain to give an ally a +2 bonus to a test towards achieving a common goal. The player should describe how they are assisting their ally.
  • Durability 5
  • +2PD
  • +1SD
  • +1 Recovery Test
  • Karma on any action taken while on board an airship, 1/round
  • Karma on Initiative Tests
  • Karma on Interaction Tests
Characteristics
Dex: 16 (13+3)
Str: 19
Tou: 22 (17+3+2)
Per: 16 (13+3)
Wil: 16 (13+3)
Cha: 13 (11+2)

Karma Mod: 3
Karma Step: 4
Karma Max: 33
Uncon: 120 (121-1)
Death: 140 (141-1)

Init: 1 (7-6)
PD: 13 (9+3+1)
PA: 25 (9+13+3)
MD: 14 (9+2+2+1)
MA: 13 (9+3+1)
SD: 13 (7+1+3+2+1+1)

Movement: 14
Carrying Capacity: 235
Wound Threshold: 13
Recovery tests per day: 5 (4+1)

Gauntlet Talents
First Circle Discipline Talent: Avoid Blow (11)
First Circle Discipline Talent: Body Control (11)
First Circle Discipline Talent: Gauntlet Weaving (8)
First Circle Discipline Talent: Unarmed Combat (11)
First Circle Discipline Talent: Wound Balance (11)
First Circle Talent Option: Wood Skin (12) (11+1)
Second Circle Discipline Talent: Deliberate Assault (11)
Second Circle Talent Option: Fireblood (5)
Third Circle Discipline Talent: Steel Thought (11)
Third Circle Talent Option: Wilderness Survival (5)
Fourth Circle Discipline Talent: Studied Counter (11)
Fourth Circle Talent Option: Danger Sense (1)
Fifth Circle Discipline Talent: Earth Skin (10)
Fifth Circle Talent Option: Resist Taunt (11)
Sixth Circle Discipline Talent: Temper Flesh (11)
Sixth Circle Talent Option: Iron Constitution (5)
Seventh Circle Discipline Talent: Crushing Blow (11)
Seventh Circle Talent Option: ???
Eight Circle Discipline Talent: Focused Strike (11)
Eight Circle Talent Option: ???
Ninth Circle Discipline Talent: Critical Hit (11)
Ninth Circle Talent Option: Burning Vigor (7)
Tenth Circle Discipline Talent: Unflinching Fortitude (0)
Tenth Circle Talent Option: Vine Armor (11)
Eleventh Circle Discipline Talent: Spirit Strike (0)
Eleventh Circle Talent Option: Vital Strike (10)

Air Sailor Talents
Free Talent: Air Sailing (7)
First Circle Discipline Talent: Air Weaving (1)
First Circle Discipline Talent: Avoid Blow (9)
First Circle Discipline Talent: Climbing (7)
First Circle Discipline Talent: Melee Weapons (2)
First Circle Discipline Talent: Wind Catcher (7)
First Circle Talent Option: Great Leap (7)
Second Circle Discipline Talent: Awareness (7)
Second Circle Talent Option: Navigation (7)
Third Circle Discipline Talent: Empathic Sense (7)
Third Circle Talent Option: Haggle (5)
Fourth Circle Discipline Talent: Wound Balance (9)
Fourth Circle Talent Option: ???
Fifth Circle Discipline Talent: Heartening Laugh (7)
Fifth Circle Talent Option: ???
Sixth Circle Discipline Talent: Air Dance (0)
Sixth Circle Talent Option: Leadership (7)
Seventh Circle Discipline Talent: Inspire Others (0)
Seventh Circle Talent Option: ???

Talent Knacks
None

Threads Tied:
Charms of Luck rank 8
Loroweliaramehoyakhurin rank 6
Outlaw's Pride 4
Retribution rank 6
Roots rank 6
Rune-Carved Citadel rank 8

Skills
Knowledge Skill: Troll Lore (2)
Knowledge Skill: Creature Lore (2)

Read/Write Language: (2) (Dwarf/Throalic, Troll)
Speak Language: (2) (Dwarf/Throalic, Troll)

Artisan Skill: Body Painting (3)
Artisan Skill: Wood Carving (1)
General Novice Skill: Disarm Trap (1)
General Novice Skill: Physician (2)
General Warden Skill: Resist Pain (1)
General Novice Skill: Swim (2)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Body Painting Kit
Booster Potion x3
Chainmail (troll sized)
Healing Potion x2
Hide Armor (troll sized)
Kelia's Antidote x2
Kelix's Poultice x1
Physician Kit Refill (6 charges)
Rope (10yds)
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Troll Dagger

Thread Items:
The Rune-Carved Citadel
Spoiler:
Maximum Threads: 1
Mystic Defence: 14
Legend Point Cost: Warden
Item History: 4
Research: 4
Forged: +13PA expires on 2021-07-17

This crystal juggernaut armor is a veritable mountain. The massive plates are carved with Scythan runes of protection, warding, and channeling the elements. As a whole, it represents an outstanding feat of craftsmanship and enchanting. Anyone wearing this has given up the pretense of being the wind and waves in battle, swift and deadly, but instead become the rock the waves break against.

Without a thread attached, this armor is Physical and Mystic Armor 8, Initiative Penalty 6, and weighs 110 pounds. A potential wearer must have at least Strength 16 (14 if a dwarf) and is sized for a dwarf by default. With a thread attached, the armor automatically resizes to fit the wearer. It will not resize to fit a windling under any circumstance.
  • Rank 1:
    Key Knowledge: The owner must learn the armor’s Name.
    Effect: The wearer can wear the armor even if it reduces their Initiative Step to 0; they cannot wear it if it or other items (e.g., shields) would reduce their Initiative Step below 0. At Initiative Step 0, the wearer does not roll Initiative and acts at Initiative 0. If there is a tie at Initiative 0, the wearer acts last.
  • Rank 2:
    Effect: The armor is Physical Armor 9.
  • Rank 3:
    Key Knowledge: The owner must learn who designed, crafted, and enchanted the armor.
    Effect: The armor gains the Rune-Carved Citadel ability. For 1 Strain as a Free action, the wearer causes some of the armor’s runes on the armor to glow. These runes form a bulwark across the armor and buttress it against attack. The wearer gains a +2 bonus to Physical Armor against the next successful Attack that affects Physical Armor before the end of the next round. This ability can be used after the Attack test is resolved, but must be used before the Damage test is made.
  • Rank 4:
    Effect: The armor is Mystic Armor 9.
  • Rank 5:
    Key Knowledge: The owner must learn the meanings of the various runes and the personal runes of all involved in the creation.
    Effect: The Rune-Carved Citadel ability now causes a new set of runes to flare across the armor. The wearer also adds a +2 bonus to Mystic Armor and the ability works against the next successful Attack that affects Physical or Mystic Armor before the end of the next round.
  • Rank 6:
    Effect: The Rune-Carved Citadel ability now causes a new set of runes to blaze to life, dancing with contained, violent energy. When Rune-Carved Citadel protects against a Damage test (whether it was necessary or not to prevent damage), the wearer gains a +2 bonus to their next close combat Damage test until the end of the round. If Rune-Carved Citadel protects against more than one Damage test, the bonus to Damage tests is cumulative; i.e., if Rune-Carved Citadel is activated three times (paying 3 Strain) and protects against three attacks from two different opponents, the wearer gains +6 to their next close combat Damage test until the end of the round.
  • Rank 7:
    Key Knowledge: The owner must learn about the first owner.
    Effect: When Rune-Carved Citadel is active, the protective runes glow more intensely and a field of protective energy can be faintly seen around the wearer. The wearer gains +3 to Physical and Mystic Armor against the next successful attack before the end of the next round.
  • Rank 8:
    Effect: The Rune-Carved Citadel establishes itself as a fortification for the wearer’s allies and a place for their enemies to crash against in futility and face their inevitable destruction. For 1 additional Strain (2 Strain total), the wearer can extend the protective field from Rune-Carved Citadel to an adjacent ally. The ally gains the bonus to Physical and Mystic Armor against the attack and it counts as a Damage test Rune-Carved Citadel protected against for the purpose of the close combat Damage test bonus.
Loroweliaramehoyakhurin
Spoiler:
Maximum Threads: 2
Mystic Defence: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3

While the underlying craftsmanship of these stone bracers is excellent, they possess an undeniable workman-like quality. A simple glyph is carved into the back of each, almost unobtrusively and without flourish, and simple leather straps hold them in place.
  • Rank 1:
    Key Knowledge: The owner must learn the bracers’ Name.
    Effect: The wearer gains +3 to Damage tests against barriers.
  • Rank 2:
    Effect: For 1 Strain, the wearer gains a +3 bonus to their next test to escape from an entangling or grappling effect.
  • Rank 3:
    Key Knowledge: The owner must learn who created the bracers.
    Effect: The wearer gains +6 to Damage tests against barriers.
  • Rank 4:
    Effect: The wearer can spend an additional 1 Strain to gain an additional +3 bonus to their next test to escape from an entangling or grappling effect.
  • Rank 5:
    Key Knowledge: The owner must learn where the stone came from.
    Effect: For 2 Strain, barriers do not reduce the wearer’s close combat damage.
  • Rank 6:
    Effect: The wearer can spend 1 Strain to gain a +2 bonus to a Strength-based test. This can be used once per round.
Retribution
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3

This oversized brass belt buckle is awash with imagery. There’s an upraised mailed fist in the middle, with a goat charging the viewer underneath it, flanked by a rampant bear and rampant wildcat. Then some sheaves of wheat on one side, with a tankard above that. On the other is a barrel, a wall, and someone carrying a barrel. A bird with biceps on its legs appears to be flexing. Other images are more difficult to make out due to the extensive damage it sustained over the years from blocking attacks. Despite all this, the craftsmanship and artistry are excellent and a careful inspection reveals neatly carved runes on the reverse of the buckle, safe from most potential harm.
  • Rank 1
    Key Knowledge: The owner must learn the belt buckle’s Name.
    Effect: The wearer gains +1 to Social Defense.
  • Rank 2
    Effect: The wearer gains +1 to Mystic Defense.
  • Rank 3
    Key Knowledge: The wearer must learn the meaning of the runes.
    Effect: The wearer gains the Retribution Stance ability. As a Free action before Initiative is determined for 1 Strain, the wearer takes on an aura of invincibility the likes of which only the foolhardy, young, or very drunk possess. In this stance, the wearer wonders, “Who wants some?” They cannot make any attacks or take a Standard action that round. This includes attacks arising from other abilities (e.g, Air Dance and Riposte). They also gain +2 to Physical and Mystical Armor until their action during the next round and +2 to their first close combat Attack test and the associated Damage test during the next round.
  • Rank 4
    Effect:The Physical and Mystic Armor bonus from Retribution Stance is +3.
  • Rank 5
    Key Knowledge: The wearer must learn who created the belt buckle.
    Effect: The Attack and Damage bonus from Retribution Stance is +3.
  • Rank 6
    Effect: The wearer can use the following special maneuver:

    Now We Know (Wearer, Close Combat): The wearer can spend two additional successes on a close combat Attack test against a target who attacked them in the previous round while using Retribution Stance to force the target to make a Knockdown test against a Difficulty Number equal to the Attack test result. If the test fails, the target is knocked down and knocked back a number of yards equal to the total number of successes on the Attack test. This attack must be enhanced by Retribution Stance.
Charms of Luck
Spoiler:
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden
Item History: 4
Research: 4

This chain bracelet has a variety of small, carved charms hanging from it. An axe, bear, cat, horse, shield, shovel, smiling mask, tree, and a thing—could be a dog, could be a castle—are all included. It shows a patina of wear from the years. The chain can be adjusted in size, but not so much it fits around a troll wrist. Though it would fit neatly around a troll’s horn.
  • Rank 1
    Key Knowledge: The owner must learn the bracelet’s Name.
    Effect: The wearer gains +1 to Social Defense.
  • Rank 2
    Effect: The wearer gains +1 to Mystic Defense.
  • Rank 3
    Key Knowledge: The owner must learn about the first owner.
    Effect: The wearer gains +2 to Social Defense.
  • Rank 4
    Effect: The wearer gains +2 to Mystic Defense.
  • Rank 5
    Key Knowledge: The owner must learn the significance of each charm.
    Deed: The owner carves a charm representing them to add to the bracelet.
    Effect: The owner may store Karma Points up to the thread rank in the bracelet. The wearer may transfer Karma Points between their Karma pool and the necklace during their Karma Ritual, and may spend Karma from the necklace as if it were in their Karma pool.
  • Rank 6
    Effect: As a Free action for 1 Strain, the wearer gains +1 to the associated test when spending a Karma Point from the bracelet. This must be paid for each Karma Die.
  • Rank 7:
    Key Knowledge: The owner must learn the significance of each charm.
    Effect: The wearer gains +3 to Social Defense and an additional +2 to the associated test when spending a Karma Point from the bracelet.
  • Rank 8:
    Effect: The wearer gains +3 to Mystic Defense and an additional +3 to the associated test when spending a Karma Point from the bracelet.
Roots
Spoiler:
Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden
Item History: 4
Research: 3
Deed: pending

This amulet is made of ebony and infused with True wood. It features the carving of an upraised fist on one side and a tree with a root system on the other. The fist and tree are enameled in black and the rest of the amulet is covered in thin orichalcum leaf.
  • Rank 1
    Key Knowledge: The owner must learn the amulet’s Name.
    Effect: The wearer gains +1 to Physical Defense.
  • Rank 2
    Effect: The wearer gains +1 to Social Defense.
  • Rank 3
    Key Knowledge: The owner must learn the Name of the amulet’s creator. [Lex Haylee]
    Effect: The wearer gains +1 rank to Wood Skin.
  • Rank 4
    Effect: The wearer gains the Roots ability if they are currently using Wood Skin. As a Free action before Initiative is determined for 1 Strain, the amulet grows roots into the wearer’s body which extend into the earth below them. These roots do not impede the wearer’s movement. The wearer gains +2 to Knockdown tests until the end of the round.
  • Rank 5
    Key Knowledge: The owner must learn the Name of the amulet’s first owner. [Levaar]
    Effect: If the wearer is knocked down, they gain +1 to their next Attack and associated Damage test. This increases to +2 if the test is made against the opponent who knocked the wearer down.
  • Rank 6
    Effect: The wearer gains +2 to their Toughness Value.
  • Rank 7:
    Deed: The owner must find a descendant of the first owner and perform a significant service for them.
    Effect: The network created by Roots extends deeper and wider, and how helps the wearer stand when needed. The wearer gains +3 to Knockdown tests and +2 to Jump Up tests until the end of the round.
  • Rank 8:
    Effect: The wearer gains +4 to Knockdown tests and Jump Up tests until the end of the round when using Roots.
Outlaw’s Pride
Spoiler:
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden
Item History: 4
Research: 4
Deed: pending

This brown leather tricorn hat is trimmed and lined with black felt. It’s the sort of hat that immediately makes you a pirate captain, even if you are in no way a pirate captain. If your dog wore this hat, you would call her Cap’n and volunteer to crew her airship. This hat absolutely does not have horns. Except sometimes, in the corner of your eye, when you’re not looking directly at it, it does.
  • Rank 1
    Key Knowledge: The owner must learn the item’s Name (Outlaw’s Pride).
    Effect: The wearer gains +1 to Social Defense.
  • Rank 2
    Effect: The wearer gains the Outlaw Solidarity power. As a simple action, the wearer can spend 1 Strain to gain +3 to Streetwise when dealing specifically with outlaws: Brigands, Raiders, Pirates, etc. This bonus does not apply to finding burglars, grifters, brothels, drugs, fences, etc.
  • Rank 3
    Key Knowledge: The owner must learn the Name of the item’s first wearer (Khlaris Keen-Eye)
    Effect: The wearer gains +2 to Social Defense.
  • Rank 4
    Effect: The wearer gains +1 rank of Resist Taunt.
  • Rank 5
    Key Knowledge: The owner must learn the location of Khlaris Keen-Eyes hideout.
    Deed: The owner must travel to Khlaris Keen-Eye’s hideout and plant a flag of ownership.
    Effect: The wearer gains the Oh No You Didn’t special maneuver. Enemies who try to taunt or intimidate the wearer often find their confidence shattered.
    Oh no you didn’t! (Wearer, Resist Taunt): The wearer can spend additional successes on a Resist Taunt test to reduce the triggering enemy’s Social Defense by -1 per success till the end of next round.
  • Rank 6
    Effect: The wearer gains +2 Charisma.
  • Rank 7
    Key Knowledge: The owner must learn who killed Khlaris Keen-Eye.
    Effect: The wearer gains +2 ranks of Resist Taunt.
  • Rank 8
    Effect: The wearer gains +3 ranks of Resist Taunt and +3 Social Defense.
Animal Companions:
None

Brief Backstory:
As a child Nor, was brash and unruly, believing that his strength and size would carry him through all challenges. Some run ins with the guards would have quickly led to a bad life, but his parents, nearing the end of their wits, got him to apprentice under an old gauntlet adept. He taught Norg that power is nothing without control and how to channel his energy in a productive force.
Last edited by sigfriedmcwild on Sat Jan 29, 2022 8:40 am, edited 107 times in total.

ottdmk
Posts:462
Joined:Mon Dec 12, 2016 10:25 pm

Re: Norg, Troll Gauntlet

Post by ottdmk » Wed Feb 05, 2020 5:54 am

Sanctioned!
Spoiler:
sigfriedmcwild wrote:
Thu Jan 30, 2020 1:55 am
Roll20 Name: sigfriedmcwild
Discord ID: sigfriedmcwild
Character Name: Norg
Race: Troll

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 7.5

Discipline: Gauntlet
Circle: 1st
Discipline Abilities:
  • Half-Magic: Gauntlets use Half-Magic for knowledge of the elements, different unarmed fighting techniques, and which prominent unarmed combatants shaped someone’s fighting style. They also use it to resist fatigue, distractions, and similar expressions of willpower and endurance.
  • Durability 7
Characteristics
Dex: 13
Str: 19
Tou: 17
Per: 13
Wil: 13
Cha: 11

Karma Mod: 3
Karma Step: 4
Karma Max: 3
Uncon: 41
Death: 49

PD: 8
PA: 5
MD: 8
MA: 3
SD: 7

Movement: 14
Carrying Capacity: 235
Wound Threshold: 11
Recovery tests per day: 3

Gauntlet Talents
First Circle Discipline Talent: Avoid Blow (0)
First Circle Discipline Talent: Body Control (2)
First Circle Discipline Talent: Gauntlet Weaving (0)
First Circle Discipline Talent: Unarmed Combat (3)
First Circle Discipline Talent: Wound Balance (0)
First Circle Talent Option: Wood Skin (3)

Talent Knacks
None

Skills
Knowledge Skill: Troll Lore (2)

Read/Write Language: (Rank) (Dwarf/Throalic)
Speak Language: (2) (Dwarf/Throalic, Troll)

Artisan Skill: Body Painting (3)
General Skill: Climb (3)
General Skill: Wilderness Survival (3)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Body Painting Kit
Hide Armor (troll sized)
Rope (10yds)
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Troll Dagger

Threads Tied:
None

Animal Companions:
None

Brief Backstory:
As a child Nor, was brash and unruly, believing that his strength and size would carry him through all challenges. Some run ins with the guards would have quickly led to a bad life, but his parents, nearing the end of their wits, got him to apprentice under an old gauntlet adept. He taught Norg that power is nothing without control and how to channel his energy in a productive force.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

River Access

Post by sigfriedmcwild » Sat Feb 15, 2020 2:17 am

River Access
LFG: http://fasagames.com/forum/viewtopic.php?f=55&t=1590
AAR: https://fasagames.com/forum/viewtopic.p ... 590#p11701

Rewards:
TIPs: 3
Legend points: 200
Silver: 150

Are you going to write a Journal?
Yes: http://fasagames.com/forum/viewtopic.ph ... =10#p11713 (10LP, 37.5s)

Legend Spent:
Raised Avoid Blow to 1 (100)
Raised Wound Balance to 1 (100)

Running Totals:
TIPs: 3
Legend points: 10/210
Silver: 195
Last edited by sigfriedmcwild on Mon Feb 24, 2020 2:09 am, edited 3 times in total.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Waking T'skrang

Post by sigfriedmcwild » Sat Feb 22, 2020 11:57 pm

Waking T'skrang
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=1593
AAR: https://fasagames.com/forum/viewtopic.p ... 593#p11782

Rewards:
TIPs: 3
Legend points: 800
Silver: 200

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 790#p11790 (40LP, 50s)

Downtime:
Circle Up (Gauntlet 1 -> 2, 200sp) (1 week)

Legend Spent:
Raised Avoid Blow to 2 (200)
Raised Wound Balance to 2 (200)
Raised Deliberate Assault to 2 (100+200)
Raised Fireblood to 1 (100)

Purchases in the Grand Bazaar:
Chain Mail (225s)

Running Totals:
TIPs: 6
Legend point: 50/1050
Silver: 20s
Last edited by sigfriedmcwild on Sun Mar 01, 2020 9:36 pm, edited 2 times in total.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Impromptu Expedition

Post by sigfriedmcwild » Sun Mar 01, 2020 3:07 am

Impromptu Expedition
LFG: https://fasagames.com/forum/viewtopic.php?t=1612
AAR: https://fasagames.com/forum/viewtopic.php?t=1612#p11845

Rewards:
TIPs: 3
Legend points: 800
Silver: 200

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.php?t=1612#p11855 (40LP, 50s)

Downtime:
Forge Armor 0 -> 2 (+2 PA, 150s, 2 weeks)

Legend Spent:
Raised Body Control to 3 (300)
Raised Deliberate Assault to 3 (300)

Running Totals:
TIPs: 9
Legend point: 290/1890
Silver: 120s

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Cloister of Silence

Post by sigfriedmcwild » Fri Mar 13, 2020 3:54 am

Cloister of Silence
LFG: http://www.fasagames.com/forum/viewtopic.php?t=1618
ARR: http://www.fasagames.com/forum/viewtopi ... 618#p11953

Rewards:
TIPs: 3
Legend points: 1400
Silver: 275

Are you going to write a Journal?
Yes: http://fasagames.com/forum/viewtopic.php?t=1618#p11966 (70LP, 68.8s)

Downtime:
Circle Up (Gauntlet 2 -> 3, 300sp) (1 week)
Forge Armor 1 -> 3 (+3 PA, 150s, 1 week)

Legend Spent:
Raised Avoid Blow to 3 (300)
Raised Wound Balance to 3 (300)
Raised Awareness to 1 (100)
Raised Steel Thought to 2 (100+200)
Raised Unarmed Combat to 4 (500)

Running Totals:
TIPs: 12
Legend point: 260/3360
Silver: 13.8

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

The Great Cats Bee

Post by sigfriedmcwild » Sun Mar 15, 2020 12:59 am

The Great Cats Bee
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=1622
ARR: https://fasagames.com/forum/viewtopic.p ... 622#p11979

Rewards:
TIPs: 3
Legend points: 800
Silver: 200

Are you going to write a Journal?
Yes: http://fasagames.com/forum/viewtopic.ph ... =10#p12048 (40LP, 50s)

Legend Spent:
Raised Body Control to 4 (500)
Raised Deliberate Assault to 4 (500)

Running Totals:
TIPs: 15
Legend point: 100/4200
Silver: 263.8
Last edited by sigfriedmcwild on Sun Jun 27, 2021 11:31 pm, edited 2 times in total.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

A Dwarf of Culture

Post by sigfriedmcwild » Sun Mar 22, 2020 6:50 pm

A Dwarf of Culture
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=1636
ARR: https://fasagames.com/forum/viewtopic.p ... 636#p12068

Rewards:
TIPs: 3
Legend points: 1400
Silver: 275

Items Used:
Great Library Fee (split between party): 3s

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... =10#p12149 (70LP, 68.8s)

Legend Spent:
Raised Avoid Blow to 4 (500)
Raised Wood Skin to 4 (500)
Raised Wound Balance to 4 (500)

Running Totals:
TIPs: 18
Legend point: 70/5670
Silver: 607.6
Last edited by sigfriedmcwild on Sun Mar 29, 2020 11:24 pm, edited 1 time in total.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Ironbark Grove

Post by sigfriedmcwild » Sun Mar 29, 2020 11:23 pm

Ironbark Grove
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=1649
ARR: https://fasagames.com/forum/viewtopic.p ... 649#p12185

Rewards:
TIPs: 3
Legend points: 2200
Silver: 375

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... =10#p12243 (110LP, 93.8s)

Downtime:
Circle Up (Gauntlet 3 -> 4, 500sp) (1 week)

Legend Spent:
Raise Steel Thought to 4 (300+500)
Raise Studied Counter to 4 (100+200+300+500)
Raise Danger Sense to 1 (100)

Running Totals:
TIPs: 21
Legend points: 380/7980
Silver: 576.4

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Bad Beesness

Post by sigfriedmcwild » Mon Apr 06, 2020 2:40 am

Bad Beesness
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=1668
ARR: https://fasagames.com/forum/viewtopic.p ... 668#p12295

Rewards:
TIPs: 3
Legend points: 2200
Silver: 375

Items Used:
Great Library Fee (split between party): 3s

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... =10#p12385 (110LP, 93.8s)

Downtime:
Forge Armor 3 -> 4 (+4 PA, by Dvarim, 100s, 1 week)

Legend Spent:
Raised Avoid Blow to 5 (800)
Raised Studied Counter to 5 (800)
Raised Unarmed Combat to 5 (800)

Purchases in the Grand Bazaar:
Kelix's Poultice x2 (100s)

Running Totals:
TIPs: 24
Legend point: 290/10290
Silver: 841.2

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