Okay, swapping out the Sandstorm for a fight with the mighty insect warrior Kriq’itt:
Round 1
Declaration:
Cheya has Monstrous Humanoid as a Favored Opponent. Rolling d6: 3. That’s 3 health damage. Kriq’itt to 31.
Cheya activates the Troll racial ability for 3 energy, gaining 2 health regen for the next 3 rounds and 1 TP to Empowered. Empowered rank up!
Cheya declares Leather Grip, spending 1 energy. This will deal 13 health damage.
Akbar declares All Tied Up, spending 2 energy. This will let Akbar roll the boss die a second time and pick one of the two (with rerolls for additional energy), as well as use Triggered Assault to deal 5 health damage.
Orion uses the Psion special to declare both Telekinetic Barrage (3 health damage) and Mind Trap for 1 energy (to use Mind Trap). If Kriq’itt uses Chitinous Shell, it will suffer 6 energy damage and have damage, defend/block, and healing of that action reduced by 1.
Chimminy declares Whirling Blades, spending 1 energy. This will deal 9 and 9 health damage. Because Chimminy spent energy, he gains 3 Defend.
Melhin attacks for 6 health damage.
Opponent Phase.
Kriq’itt rolls d6: 3. Hunter’s Aptitude. Defend 3, plus from that point onwards, any hero that repeats the same action twice in a row will be Counterattacked for 6 health damage.
Due to All Tied Up, rolls a second time: 2. Chitinous Shell. Defends for 6, plus Counterattacks anyone that Attacks him for 3 (but not Mastery use). (5 and 2, with Mind Trap)
Selecting Hunter’s Aptitude. This will blunt your attacks enough that it will take a second round, but Favored Opponent should finish him off.
Resolution:
Kriq’itt Defends for 3 and uses 7 energy, going down to 15.
Cheya deals 10 (13-3) health damage. Kriq’itt goes down to 21.
Akbar deals 2 (5-3) health damage. Kriq’itt goes down to 19.
Orion deals 0 (3-3) health damage.
Chimminy deals 6 (9-3) and 6 (9-3) health damage. Kriq’itt goes down to 7.
Melhin deals 3 (6-3) health damage. Kriq’itt goes down to 4.
Round 2
Declaration:
Favored Opponent d6: 1. Using a Weighted Die to reroll. 1. Using the other. 2. Okay, fine.
Kriq’itt down to 2.
Cheya Sustains Leather Grip, spending 1 energy. Planned action was Electrify, but I don’t think there’s any reason to do so. Just declare it can’t Chitinous Shell and you’ll be fine. So, Whiplash. Defending for 4.
Akbar declares Flee. Defending for 7.
Orion declares Mental Manifestation. Defending for 6.
Chimminy declares Battle Dance, spending 1 energy, and chains in Rhythmic Movements, gaining a -1 bonus to target and skill dice and gaining a total of 9 Defend.
Melhin attacks, for 6 health damage + Cheya’s Gripped boost of 5. (This is why I’m having you all defend. You don’t need to do anything offensive at all and I think your best chance of coming out without getting messed up is to defend this round.)
Opponent Phase:
Kriq’itt D6: 5. Barbed Lance. Or he could do that. Sigh.
Dual target 6 piercing energy damage and a survival check to avoid becoming poisoned.
Resolution:
Kriq’itt targeting roll: Cheya gets 2, Akbar gets 8, Orion gets 9, Chimminy gets 1 (and would get lower if he could), Melhin gets 5.
Akbar takes 6 piercing energy drain (which ignores Defend) and tests Survival: 8. Fail. Poisoned!
Orion takes 6 piercing energy drain and tests Survival: 4. Fail. Poisoned!
Melhin stabs the big bug to death.
Rewards:
Everyone gets 5 gold and 4 food. (Of which food you can carry a whole 2, total.)
Two powerups to each. And only one person doesn’t already have a Survival Kit, so Cheya gets that. Rolling for the 3 Health: Cheya gets 4, Akbar gets 6, Orion gets 9, Chimminy gets 8. Orion gets +3 health ranks! (Also a Trait point.)
Powerups:
Cheya:
Akbar:
Orion:
Chimminy:
Everyone got a Stash card or two this time around. So, stash or take? As a reminder, Cheya and Orion already have one stashed card each.
…and all of that was just one event in a Caravan Journey. So here’s the next and probably last one:
Guess you should have waited on the boss fight.