RPG.avioc.org

Stories - PbP => Darkening of Mirkwood [Previous Chapters] => DOM-Chapter 5 => Topic started by: tomcat on Dec 06, 2017, 10:36 AM

Title: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 10:36 AM
:ooc: This is the last leg of our 3-leg journey.

Leg Three will start just north of the Beacon Tower and travel north into the forest until it leads into the mountains to the peak the Elves call Saer Aegas [S. Bitter Mountain].

Distance = 50 miles (17 leagues) - map below.

Terrain = Daunting x5, so adjusted distance is 250 miles

Speed (on foot) = 20 miles per day

TOTAL = 13 days dependent on your decision of course; with 4 Fatigue tests at TN 20; may roll Lore test TN 14 for advantage dice

Advantage Die - Arbogast 1/1

The departure from the Beacon Tower can be marked November 8th 2952 T.A. You guys will reach the mountains at the end of the month.
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 10:43 AM
:ooc: Lore tests for advantage dice

TN 14 by PC
:00: Arbogast* 1d12 : 8, total 8

:00: Esgalwen 1d 1d12 : 11, total 11
Rolled 1d6 : 3, total 3

:00: Grimbeorn 2d 1d12 : 3, total 3
Rolled 2d6 : 6, 4, total 10


*Arbogast has the trait Mirkwood Lore, but the extent of his knowledge is weak here. I am requiring a roll of at least a TN 8 on the Feat die to win him 1 advantage dice

Morirúsë will not participate in Lore tests unless demanded by true need
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 10:53 AM
:ooc: Fatigue tests [TN 20 reduced to TN 15 by Grimbeorn's Twice-baked honey cakes virtue]

Test 1 - first four days of travel
TN 15 travel by PC
:00: Arbogast 3d 1d12 : 11, total 11
Rolled 3d6 : 3, 5, 3, total 11

:00: Esgalwen 3d 1d12 : 2, total 2
Rolled 3d6 : 1, 6, 4, total 11

:00: Grimbeorn 4d 1d12 : 12, total 12
Rolled 4d6 : 1, 5, 5, 5, total 16

:00: Morirúsë 3d 1d12 : 1, total 1
Rolled 3d6 : 1, 4, 5, total 10
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 10:54 AM
:ooc: Fatigue tests [TN 20 reduced to TN 15 by Grimbeorn's Twice-baked honey cakes virtue]

Test 2 - second four days of travel
TN 15 travel by PC
:00: Arbogast 3d 1d12 : 9, total 9
Rolled 3d6 : 3, 1, 2, total 6

:00: Esgalwen 3d 1d12 : 9, total 9
Rolled 3d6 : 4, 2, 5, total 11

:00: Grimbeorn 4d 1d12 : 5, total 5
Rolled 4d6 : 6, 1, 2, 1, total 10

:00: Morirúsë 3d 1d12 : 3, total 3
Rolled 3d6 : 5, 1, 2, total 8
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 10:54 AM
:ooc: Fatigue tests [TN 20 reduced to TN 15 by Grimbeorn's Twice-baked honey cakes virtue]

Test 3 - third four days of travel
TN 15 travel by PC
:00: Arbogast 3d 1d12 : 5, total 5
Rolled 3d6 : 1, 2, 3, total 6

:00: Esgalwen 3d 1d12 : 4, total 4
Rolled 3d6 : 6, 1, 5, total 12

:00: Grimbeorn 4d 1d12 : 4, total 4
Rolled 4d6 : 6, 4, 3, 6, total 19

:00: Morirúsë 3d 1d12 : 10, total 10
Rolled 3d6 : 1, 6, 2, total 9
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 10:55 AM
:ooc: Fatigue tests [TN 20 reduced to TN 15 by Grimbeorn's Twice-baked honey cakes virtue]

Test 4 - last days of travel
TN 15 travel by PC
:00: Arbogast 3d 1d12 : 3, total 3
Rolled 3d6 : 6, 6, 1, total 13

:00: Esgalwen 3d 1d12 : 1, total 1
Rolled 3d6 : 3, 5, 5, total 13

:00: Grimbeorn 4d 1d12 : 10, total 10
Rolled 4d6 : 2, 4, 5, 5, total 16

:00: Morirúsë 3d 1d12 : 6, total 6
Rolled 3d6 : 4, 6, 6, total 16
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 11:35 AM
:ooc: Results

Arbogast
•  Test 1- 11 fail, 3 FAT; :~~: HAZ WEARY :csu:
•  Test 2- 9 fail, 3 FAT :csu:
•  Test 3- 5 fail, 3 FAT :csu:
•  Test 4- 15 success :%: :%:

Esgalwen
•  Test 1- 13 fail, 3 FAT :csu:
•  Test 2- 20 success
•  Test 3- 16 success :%:
•  Test 4- 14 fail, 3 FAT :csu:

Grimbeorn
•  Test 1- :g: success
•  Test 2- 15 success :%:
•  Test 3- 23 success :%: :%:
•  Test 4- 26 success

Morirúsë
•  Test 1- 11 fail, 3 FAT WEARY :csu:
•  Test 2- 11 fail, 3 FAT :csu:
•  Test 3- 16 success
•  Test 4- 22 success :%: :%:

 I will edit the above results for anyone that wants to use :vv: points, or advantage dice.

I also updated each sheet for earned AP :csu:
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 12:17 PM
:ooc: going to assume that Paul will want to use Advantage Dice on test 1, which could avert the first bit of FAT and so only gain 3 FAT for the whole journey if he can roll a 4+

Rolled 1d6 : 5, total 5
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 12:19 PM
:ooc: EXCELLENT!

With the 5 result, the new results of his travel tests are:

Arbogast [started journey WEARY]
•  Test 1- 16 success; :~~: HAZ
•  Test 2- 9 fail, 3 FAT :csu:
•  Test 3- 5 fail, 3 FAT :csu:
•  Test 4- 15 success :%: :%:
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 12:25 PM
:ooc: Now the Hazard rolls.

Roll 1 - Select the Target
Rolled 1d12 : 12, total 12
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 12:33 PM
:ooc: You guys get to choose who the target of the Hazard will be. I would suggest Grimbeorn, as he has not suffered any challenges from the travels, but you all let me know.

Lastly, I am allowing the 1 Explore test for the length of the journey to see if you guys were able to find comfortable camps to reduce the effects of Fatigue and Endurance loss.

Quote from: Optional Rule: Sleeping in the RoughThis optional rule makes recovery of Weariness a little easier based on an Explore roll and degree of success.

In the Journey rules as stated, a hero will recover 1 Fatigue per night, after a sound rest in a safe place. Instead, the Loremaster may allow the heroes to roll an Explore test – the TN will be based on the regional difficulty. If successful, the heroes have found themselves a safe and comfortable place to sleep each night, through the journey.

On a success, the hero may reduce their overall Fatigue gain by 2 (on a great success by 3, and on an extraordinary success by 4 or their base Body attribute, whichever is higher).

TN 20 Explore by PC
:00: Arbogast 3d 1d12 : 3, total 3
Rolled 3d6 : 3, 1, 2, total 6

:00: Esgalwen 2d 1d12 : 4, total 4
Rolled 2d6 : 5, 1, total 6

:00: Morirúsë 1d 1d12 : 12, total 12
Rolled 1d6 : 4, total 4
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 06, 2017, 12:34 PM
:ooc: Nice! Morirúsë reduces his Fatigue gain by 2 :csu:
Title: Re: The Mountains of Mirkwood
Post by: Eclecticon on Dec 06, 2017, 12:53 PM
Quote from: tomcat on Dec 06, 2017, 12:19 PM:ooc: Excellent!
:ooc: Much obliged.

EDIT:  I'm for giving Grimbeorn a hazard to deal with - we can let him get some AP marked off on his sheet. 
Title: Re: The Mountains of Mirkwood
Post by: GandalfOfBorg on Dec 06, 2017, 09:41 PM
 :ooc: I'm good with Grimbeorn being the target.
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 07, 2017, 08:15 AM
:ooc: As Huntsman, Grimbeorn must make a Hunting test

TN 20 hunting 3d
:00: 1d12 : 11, total 11
Rolled 3d6 : 4, 3, 5, total 12

Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 07, 2017, 08:41 AM
:ooc: Well there you go!  >:D

If the previous legs of their journey was hard and wearisome, the travel north into the mountains was worse.

They rose dark and desolate from the forest, and their peaks were bald and snow-covered. There were no paths here and the ground was very treacherous. Rocky slopes concealed many deadfalls and narrow ravines. Landslides could be heard rumbling in the distance, as if the forest trees relaxed their grip on the soil and let the rocks free to roll.

The companions were tired and muscles ached from the extreme changes in geography. The lowlands north of the Dwarf Road were terribly hard to cross, as thick weeds and clinging plants filled that part of the forest floor. Signs of Orcs had been seen - small encampments, or empty holds in rocky caves - and the Company had to move with greater care. Other dangers were also present - wolves, panthers, and bears. Even the raptors on the winds above seemed to be spying them out, and the Gore-crows taunted them with each step, croaking and singing hateful songs from the tree-tops above.

At night, the sky around the lower foothills of the mountains filled with large swarms of bats, as they darted to and fro to consume the large mosquitoes and other flying insects. Fear occasionally preceded the flight of bats, and stories of vampires were whispered about the fire.

Lastly was the spiders. They were here and they were plentiful. Constantly did the companions need to watch for tendrils of webs that were apparent tripwires that sent tremors down their lengths to signal the fellowship's presence. At times, they would stumble into a thin gorge, or ravine, that was thick with a deep tunnel of web. The heroes would quickly, but quietly back track from these horrid places in fear of what might strike from the silky traps.

It was late afternoon when the trouble caught up with them. Saer Aegas rose to its heights and Grimbeorn knew it was only days before they would skirt its feet and make it to its northern facing where the lair of the Beast of Mirkwood was said to be. Unfortunately, the honey cakes were depleted; the dried fruits were consumed, and the meat that they had - both dried and fresh hunted - was sparse. The Beorning decided it was time to hunt.

After some hours of scouting, Grimbeorn at last came upon tracks of a small herd of the sturdy mountain rams that lived in the region. If he could get close enough to the herd, he might be able to quickly bring down one of the older animals. It would be enough food to last them the rest of their journey and beyond.

What's beyond? he thought to himself, as his big frame moved cat-like (or bear-like) through the foliage. They had not talked about the other side of the journey - only the task of getting there. What would the Company do once this task was done? Would they struggle home the way they had come? Would it be easier to continue north and make for the Elf-realm, Dale, or even Erebor?

CRRRAAACKKKK. There was a sudden concert of mewing sounds from the sheep, and then Grimbeorn heard their clopping hooves - many hooves - racing away at speed over the rocky ground.

He continued on in the direction of the clip clops, and then came another sound...nearer at hand.

GRRRRRRRRRRRRRRR

Grimbeorn stopped and looked about. A great wolf climbed atop a stone in front of him and snarled. Around the immediate area, one more, than two, than three, and another, crept from behind rock and brush.

The man gritted his teeth and clenched his axe. A feral anger erupted from within him and he turned animal-like himself.
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 07, 2017, 08:58 AM
:ooc: Awareness test by others to hear the melee that Grimbeorn is dealing with:

TN 14 Awareness by PC
:00: Arbogast 2d 1d12 : 1, total 1
Rolled 2d6 : 6, 6, total 12

:00: Esgalwen 2d 1d12 : 3, total 3
Rolled 2d6 : 1, 4, total 5

:00: Morirúsë 4d 1d12 : 2, total 2
Rolled 4d6 : 6, 1, 2, 3, total 12


Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 07, 2017, 09:03 AM
:ooc:

• As Grimbeorn is her Fellowship Focus, Esgalwen will spend 1 :vv: and make that a success. As long as he is not wounded in combat, she will gain her :vv: back at the end of the melee.

• Arbogast fails, but could succeed with a :vv:

• Morirúsë fails

Hearing the howls and growls from a distance, Esgalwen is aware of the danger that faces Grimbeorn and she will shout out to everyone else.

Because she succeeded, she will react and be able to be in the melee on round 3; anyone who failed the roll will have to wait for round 4 (even though they were told of the situation).
Title: Re: The Mountains of Mirkwood
Post by: Eclecticon on Dec 07, 2017, 01:58 PM
:ooc: Arbogast will definitely spend the Hope point.
Title: Re: The Mountains of Mirkwood
Post by: tomcat on Dec 07, 2017, 02:31 PM
:ooc: Excellent, Paul.  :csu:

I will extend the same return of your Hope point, as I am to Esgalwen.
Title: Re: The Mountains of Mirkwood
Post by: Eclecticon on Dec 07, 2017, 06:00 PM
:ooc: Cheers. 

Don't fuck this up for us, Matt.   >:D