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 2/2
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 | | • 12/26 • 27/27 • 17/31 • 24/29 | | Rearward Defensive Rearward Defensive | | normal normal normal normal |
ENEMY | :+~: | PARRY | :<>: | ARMOUR | :@: | HATE | :<3: | END | :csu: | NOTES |
The Nameless Thing | | • 5 | | • 3d | | • 7/10 | | • 70/84 | | • WOUNDED |
STANCES:-X-: | Forward - action order 1 Close combat TN 6+ parry Forward Maneuvers (http://rpg.avioc.org/webimages/lotr/tor/forward.jpg) | :-->: | Open - action order 2 Close combat TN 9+ parry Open Maneuvers (http://rpg.avioc.org/webimages/lotr/tor/open.jpg) | :<|: | Defensive - action order 3 Close combat TN 12+ parry Defensive Maneuvers (http://rpg.avioc.org/webimages/lotr/tor/defense.jpg) | :<->: | 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 (http://rpg.avioc.org/webimages/lotr/tor/rear.jpg) | :<>: | 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 |
Thrusting Nimronyn into the wall of the tunnel, Esgalwen extends her free hand to pull first Arbogast, then Grimbeorn up and on to solid footing. Behind her, Hathcyn holds his spear at the ready, peering into the darkness beyond the flickering edge of the torchlight as if to pierce it through sheer force of will.
"Above us are the cellars of the Northmen," Arbogast says as he regains his breath.
The Ranger nods. "Climb, and be ready to defend us as we do the same." Turning to the Hill-woman, she adds "Essylt, we need the light, but be ready to fly before us!"
Below them, a wheezing, hissing noise accompanies the sure-footed tread of the Nameless Thing as it begins to ascend after its escaping prey. It resolves out of the darkness mouth first, its circle of jagged-edged teeth click-clicking together in anticipation of more of the morsels it has already tasted.
:ooc: The Thing is going to attack Hathcyn (TN 19), but Hathcyn's long spear and readiness to block the tunnel with it mean that its attack roll is
ill-favoured in the new parlance.
:00: 1d12 : 12, total 12
:00: 1d12 : 5, total 5
:00: 4d6 : 5, 2, 3, 1, total 11
The Thing twists about as much as it may in the narrow confines of the tunnel, but cannot pass the bright, sharp steel of the Longspear. Behind him, Esgalwen cries "Go!" Then she turns, drawing Nimronyn smoothly from the wall and turning to face the creature of the deeps.
Arbogast, sparing not a moment, follows the curve of the tunnel around and up, climbing by feel in the darkness.
:ooc: The Nameless Thing is Fearsome once again - TN 17 Valour roll if you want to attack it.
Athletics roll for Arbogast's climb:
:00: 1d12 : 6, total 6
Rolled 2d6 : 6, 4, total 10
Valor:
Rolled 1d12 : 1, total 1
Rolled 3d6 : 5, 5, 1, total 11
Hathcyn feels the will of the beast pressing against him. His forehead beaded with sweat all he manages to do is avoid the attack of the beast, but makes no headway of his own.
:ooc: Valour...
TN 17 valour 4d:00: 1d12 : 2, total 2
Rolled 4d6 : 1, 3, 5, 5, total 14
Even as Hathcyn holds the monster at length, Esgalwen smells its foul air and she is unable to approach to strike. The thing is horrific and all the Ranger can think to do is to follow the path up towards the light of day. Still, she knows she must wait until Grimbeorn and Arbogast have reached the next stand.
:ooc: Speaking of new parlance, I have run three sessions of TOR2e on Roll20 and I can say that it is not an improvement over TOR1e. I have tried to like it, but I am struggling with it.
:ooc: I'm going to roll Athletics for Grimbeorn, just to keep things rolling. He's climbing back up to the cellars alongside Arbogast.
:00: 1d12 : 12, total 12
Rolled 3d6 : 1, 1, 4, total 6
Moving steadily and surely despite the darkness, Grimbeorn ascends the twisting tunnel until he feels level ground beneath his feet once more. "Essylt!" he calls, "we are ready! Bring the light, but not so fast that the others must fight blind!"
:ooc: Essylt's Athletics roll:
:00: 1d12 : 11, total 11
Rolled 3d6+2 : 3, 6, 5 + 2, total 16
"I come," cries the Hill-woman from below, and surely enough the dimness begins to slowly yield to the flickering light of the torches.