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Darkness and Desperation - Round 6

Started by Eclecticon, Mar 06, 2022, 03:29 AM

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Eclecticon

Situation: The Fellowship finds itself in the lair of one of the nameless things that gnaws at the roots of the world. 

Combat Advantage dice:
• Arbogast 1/1
• Esgalwen n/a
• Grimbeorn 1/1
• Hathcyn 1/2

Situation Modifiers:
• The Nameless Thing has the initiative. 
• Anyone in a Rearward stance may attempt to climb the tunnel out of the hill - this will require multiple Athletics successes.
• The Nameless Thing may only be attacked by characters who first make a Valour roll against TN 17. 

Physical Modifiers (complications):
• Unless at least two torches are lit, the TN to hit the Nameless Thing is increased by two. 
• A lit torch must be held, requiring a free hand to do so. 

PC/NPC  :+~:PARRY  :<>:ARMOUR  :vv:HOPE  :<3:END  :-X-:STANCE  :##:STATUS
Arbogast
Esgalwen
Grimbeorn
Hathcyn
• 6 (:<|: +3)
• 6
• 4 (:<|: +4)
• 4 (Great Strength +3)
• 2d (:C|: +3)
• 1d (:C|: n/a)
• 2d (:C|: n/a)
• 3d (:C|: n/a)
• 9/16
• 13/14
• 9/12
• 5/13
• 18/26
• 27/27
• 31/31
• 16/29
Open
Defensive
Defensive
Rearward
normal
normal
normal
WEARY

ENEMY  :+~:PARRY  :<>:ARMOUR  :@:HATE  :<3:END  :csu:NOTES
The Nameless Thing
 
• 5
 
• 3d
 
• 6/10
 
• 62/84
 
WOUNDED
 

STANCES
:-X-:Forward
- action order 1

Close combat
TN 6+ parry
Forward
Maneuvers
:-->:Open
- action order 2

Close combat
TN 9+ parry
Open
Maneuvers
:<|:Defensive
- action order 3

Close combat
TN 12+ parry
Defensive
Maneuvers
:<->:Rearward
- action order 4

Ranged combat
TN 12+ parry
Must be 2 other PC's
in Close Combat; May not
use if outnumbered 2:1

Rearward
Maneuvers
:<>:From any Stance

Escape combat
Must start in Rearward or roll
TN 10 + highest attribute level of opponents Athletics roll.
On success, may safely flee from the scene of combat
The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Eclecticon

As Esgalwen hesitates, the Thing launches itself anew against Hathcyn, its bulk testing his battle-fury. 


:ooc: Attack roll (TN 19), with no 'rolling the Feat die twice' nonsense this time:
:00: 1d12 : 8, total 8
Rolled 4d6 : 5, 3, 6, 3, total 17

The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Eclecticon

His nerve already tested and found wanting, Hathcyn finds himself driven back, and back again, before the Nameless Thing.  Finally, his strength fading, it bears him to the ground and drives itself over him, many heavy legs driving over him before Esgalwen, her sword swinging wildly, drives it back.  "RISE!" she cries, her eyes wide with the terror of battle. 


:ooc: That's a nasty hit on Hathcyn, who loses 14 Endurance and is now Weary.  Bear in mind that he's holding the gem you came here to find! 
The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Telcontar

Hathcyn was already scrambling up the tunnel.

"To the next position." HIs breathing was hard and his voice came in gasps. "We must fly before this creature."

Athletics.
Rolled 1d12 : 5, total 5

Rolled 2d6 : 6, 3, total 9
THE GAME MUST GO ON!

Jephthah Crowe
Inspector REP-DET

Telcontar

Paul, what was the TN for the climb? I dont think Hathcyn is in the manmade part yet. If I need to I will use the bonus dice I have.
THE GAME MUST GO ON!

Jephthah Crowe
Inspector REP-DET

Eclecticon

:ooc: I'm holding to my usual rule - if I don't say a specific TN, then it's 14.  Here - I'll roll some dice for you:

:00: 1d6 : 5, total 5
The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Eclecticon

:ooc: That'll get you up to the cellar where Arbogast and Grimbeorn are, if you're happy to take it. 
The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Telcontar

Ooc: sounds good. Wasnt sure if we were still struggling in the bone pile.
THE GAME MUST GO ON!

Jephthah Crowe
Inspector REP-DET

Eclecticon

:ooc: Apologies.  You're out of the bone pile now and into the packed dirt of the winding tunnel. 
The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Eclecticon

#9
:ooc: Crap - I just remembered that you need to make an Athletics roll (vs TN 17) to disengage from combat.  While I'm rolling for other people, I'll do that too:

:00: 1d12 : 12, total 12
Rolled 2d6 : 3, 2, total 5
The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Eclecticon

:ooc: Gotta love the way the roller likes me.
The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n.
    - Milton

Telcontar

THE GAME MUST GO ON!

Jephthah Crowe
Inspector REP-DET

tomcat

With Hathcyn safely away and bile rising in her throat for her hesitance, which allowed Hathcyn to be overwhelmed, Esgalwen spat at the beast. "Stay here in the darkness foul thing, among the bones and detritus that is your home! You have no place under the light of day!"

With Nimronyn poised to parry away an attack, she vaulted herself up the ramp to the next level.

:ooc: Rearward stance and here is my test to retreat...
TN 17 athletics 2d
:00: 1d12 : 11, total 11
Rolled 2d6 : 2, 3, total 5


Wylde  :<3: 5    :**: 6    :5=: [ :d12: :d10:] 2

tomcat

The uneven and rough cut earth gave under the Ranger's feet and she tumbled to the ground. The dim light from above was all she could see, but she could feel the creature closely behind. Panic started to rise in her heart and she scrambled forward on all fours, clutching her sword as she did.

Esgalwen gave out a fearful cry, "I have fallen! It is coming!"

:ooc: Nothing better than rolling an :~~: at the worst possible time.
Wylde  :<3: 5    :**: 6    :5=: [ :d12: :d10:] 2

Telcontar

 :ooc: welcome to the domain of the player!  :~~:
THE GAME MUST GO ON!

Jephthah Crowe
Inspector REP-DET