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3

Martha Bo'Tartha

Fe-Fi-Fo-Fartha

  • Origin Tarth
  • Class Daredevil
  • Kit Esper
  • Culture Outlander
  • Faction Jethantura
  • Ethos Esurient
3

Mighty +5

+5

Deft +3

+3

Smart +3

+3

Hit Points

6 / 6

Armor Points

10 / 10

Magic Points

8 / 8

Fate Points

1 / 4

Abilities

Berserker Rage

Talent

Icon

You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.

Defy Danger

Technique

Icon

For 2 MP, you may gain advantage on any roll of your choice (except attack rolls). You also start with 4 fate points instead of 3. When you switch stances, it does not cost you MP, and you may choose a stance at character creation. The maximum amount of fate points you can accrue is 4.

Esper

kit

Icon

Your sixth sense is oftentimes your salvation. You are never surprised when ambushed, and may always act during the surprise round. You gain advantage on initiative checks.

Equipment

Weapons

Weapon Icon
4

Whip +7

Flexible

Ensnare
Piercing
Weapon Icon
3

Xiphos +3

Light

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon
+2

Mountain Pattern Armor

Heavy

10
1
5

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 1

Wounds

Skills

Deeds

 Deed Die 0 / 0
 Deed Die 0 / 0
 Deed Die 0 / 0

Languages

Supply

Magic

Spells

Magic is not your forte.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/15)
0

Item Icon
Mountain Pattern Armor
Armor
Item Icon
Scarf
Consumable
Item Icon
Whip
Weapon
Item Icon
Xiphos
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Whip
Attr
+5
Skill
+2 Flexible
DMG
4
Tactics
PiercingEnsnare
Icon
Xiphos
Attr
+3
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Mountain Pattern Armor
AP
+10
Soak
Mighty
5
MP
+2

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

Speaking to my mother before entering the labyrinth, I learn the name “Ackaru”, which is the name of a creature I will encounter in the labyrinth. Knowing its name will make it beholden to me for a task.

She also told me that the labyrinth is chaos and at its center is the only stable thing.

After the first peril, I gain a crystal ball where I can see the future for 1 minute.

We will encounter 3 gates – Fairness, Temperance, and Justice

A crown, cloak, ring, belt, and horn.

Mr. Loan puts on the belt, which gives him an extra weakness tag Ancient Shame.  Aretus puts on the cloak, which gives him a weakness of Frozen As I Am – he is unflexible and unable to change.

Englebert determines we should ask Ackaru to bear the burdens for us. Ackaru puts on the items, says he will see us again, then disappears. Those weaknesses disappear.

We gain 2 overworld tags:

Ancient Supplication – we meet a group of tarth who have been trying to reach farkun, but they failed. They ask us to bring their totems, sacrifice and history to Farkun and leave it with them. This is seen as a way to restore our honor.

I Carry A Home – Mr Loan works tirelessly to bring comfort and a home to his group. He brings us together and supports us.

After the second peril, we’ve fought each other and are left with a feeling of Contempt. This gives a -2 to spell checks.


Martha asks Farkun how to rebuild her family.  She gains the crystal ball as one of her eyes, which is now white like a pearl.

Sees an image of Zed. A blood red jewel. Growing out of a bleeding tree somewhere in the ShadowVale, but it’s missing one sliver. Then see an army of fey-like creatures that face their leader, a fairy with enormous wings where the wings have faces. 

Gain the Shaman kit. Go forth into the north and bring…

Level Up!

The Mirthmaker

Good Omens

Once per session, you may entertain your allies with a tall tale, strange dance, or winsome tune. Choose an ally who listens to grant advantage on a roll of their choosing once in the next 24 hours.

Experience

  • 2
    +1 Deft
  • 3
    Piercing (Flexible)
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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