Situation: The Company has come at last to the Lair of the Werewolf, and must combat their way in
Kindling the Lamp:• Arbogast 1/3
• Esgalwen 3/3
DONE• Grimbeorn 2/3
• Morirúsë 0/3
Combat Advantage dice:• Arbogast 0/1
• Esgalwen 0/2
Lair score:• 12/20
Situation Modifiers:• The wargs have Initiative, as they are defending
Physical Modifiers (complications): • none
PC/NPC | | PARRY :+~: | | ARMOUR :<>: | | HOPE :vv: | | END :<3: | | STANCE |
Arbogast Esgalwen Grimbeorn Morirúsë
| • • • • | 6 (shield +3) 6/9 [skirmisher] (shield n/a) 6/9 [giant strength] (shield +4) 6 (shield +3) | • • • • | 2d (helm +1) 1d (helm n/a) 2d (helm n/a) 2d (helm n/a) | • • • • | 8/16 5/12 3/12 MISERABLE 6/10 MISERABLE | • • • • | 26/26 3/27 WEARY 15/31 20/28 | • • • • | open Defensive Defensive Defensive |
ENEMY | | PARRY :+~: | | ARMOUR :<>: | | HATE :@: | | END :<3: | | NOTES |
Warg 1 Warg 2 Warg 3 Warg 4 Great Warg 1 Great Warg 2 Mornhûn [WoM] | • • • • • • • | 6 6 6 6 8 8 9 | • • • • • • • | 3d 3d 3d 3d 3d 3d 4d | • • • • • • • | 2/3 2/3 2/3 3/3 5/5 4/5 12/12 | • • • • • • • | 0/18 DEAD 0/18 DEAD 0/18 DEAD 0/18 DEAD 0/42 DEAD 13/42 27/75 WOUNDED 1 | • • • • • • • | n/a n/a n/a n/a n/a fighting Arbogast and Grimbeorn fighting Esgalwen and Morirúsë |
STANCES
Forward - action order 1 Close combat TN 6+ parry Forward Stance maneuvers (http://rpg.avioc.org/webimages/lotr/tor/forward.jpg) | :<>: | Open - action order 2 Close combat TN 9+ parry Open Stance maneuvers (http://rpg.avioc.org/webimages/lotr/tor/open.jpg) | :<>: | Defensive - action order 3 Close combat TN 12+ parry Defensive Stance maneuvers (http://rpg.avioc.org/webimages/lotr/tor/defense.jpg) | :<>: | Rearward - action order 4 Ranged combat Must be 2 other PC's in Close Combat May not use if outnumbered 2:1 TN 12+ parry Rearward Stance 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 |
:ooc: Alright, Loremaster - bring on the wolf bites!
Grimbeorn hacks again at the beast between him and their real foe. He gives of himself one last time to whatever is drawing him.
:ooc:
Stance, Action - same
:00:
Axes - 1d12 : 7, total 7
Rolled 3d6 : 6, 2, 4, total 12
:00:
Hope - 1d12 : 1, total 1
Rolled 3d6 : 1, 4, 2, total 7
:ooc: The wolves attack...
Greater Warg 2 attacks Grimbeorn
TN 27 bite 3d:00: 1d12 : 12, total 12
Rolled 3d6 : 5, 5, 4, total 14
:dmg: 8 edge: 10 injury: 14
Mornhûn attacks Morirúsë
TN 31* bite 4d+16
*10 parry bonus from last round use of Defensive fighting:00: 1d12 : 6, total 6
Rolled 4d6+16 : 1, 5, 3, 4 + 16, total 29
:dmg: 8 edge: 10 injury: 16
:ooc: RESULTS
• Greater warg misses Grimbeorn with a :g: 14
• Mornhûn hits Morirúsë with a 35 for 8 :<3: loss
• Grimbeorn misses greater warg 2
• Grimbeorn does not succeed on his Hope test
:ooc: From her corner, while bleeding, Esgalwen offers up a :vv:
Rolled 1d12 : 12, total 12
Rolled 2d6 : 3, 4, total 7
:ooc: With her :g: success, I am counting that as 2 points towards the Lighting of the Lamp.
She has filled her 3 :vv:
Golden light sparkled with radiance from the waterfall, and the Werewolf of Mirkwood leapt back. The light hitting its body creating a pain it had not felt in years.
It looked at the exit from its lair, as well as to the long tunnel from which it had come.
The creature knew fear for the first time since the elder days.
Esgalwen lay up against the cave wall holding her wounded stomach where the wolf had rent her flesh. She breathed rapidly from the pain, but she stared towards the water. She closed her eyes and calmed herself, giving more of her own spirit.
Though Arbogast has little experience in battle with things of pure Shadow such as the spirit that animates the werewolf, he has spent long nights in conversation with Radaghast, and he has heard the great stories of his people. A great certainty fills him that this light is akin to that of the Lamp of Balthi, and that within it, their foe is vulnerable.
Though the company's work is bloody, a serenity fills him that he has not felt since the night his daughters were born. As the werewolf shies back, the Fire-watcher glances at Morirúsë, and fancies that he sees the same feeling on the face of the ancient hunter.
"Let us bring and end to your long toil," he says.
:ooc: Okay, I'm going for a lay-up for Morirúsë here - I'll make a called shot to smash the werewolf's armour (Adventurer's companion p 110).
:00: 1d12 : 12, total 12
Rolled 4d6 : 1, 2, 6, 6, total 15
:ooc: Somewhere outside, near the mouth of the Lair.
The hunting party had been tracking the foul beast for weeks now, losing two of their company to a pack of the foul spirit's dark minions. Only the company's skill and a good amount of fortune had brought them to this place, this point in time.
Only a short time earlier, the party had come across the tracks of another party. Stig's keen sight allowed the group to follow even as the wind attempted to cover up the prints. The stench in the area, however, was nearly overpowering. All of them felt the urge to despair, to be anyway else but here.
"'Ello?!" Tate said with surprised yet muted delight. "What's this do you think?"
In his hand, the minstrel from Laketown held a simple yet beautifully crafted lantern. His companion's came up along his sides. "Looks like someone dropped it here recently," Stig quipped. "Elf-made, I'd guess. A timely find... we could use a little...
Kol, a King's man and the leader of the party, interrupted the Hobbit's assessment. "We're close!" hissed Kol to his companions, just loud enough to be heard over the biting wind. "Look!" The man of Dale pointed out the black hole in the side of the mountain.
"Do you hear it?" Tate asked his companions, his voice now hushed like his leader's. Both the barding and hobbit strained their ears, but it was the Dorwinion man who answered.
"Battle," Kilic replied, bringing his great shield before him and drawing his blade. His three companions followed suit: Tate bringing up his own shield and sword, Kol his longsword, and Stig his bow. Swiftly, they moved forward to investigate the sounds of battle.
:ooc: As a note, there are 4 members of this hunting place:
Kol, a Barding King's Man, a minor noble more comfortable in the wilds hunting than in the courts of King Bard. Kol is a hunter by trade, a long standing family tradition. His grandfather was killed by this Werewolf and Kol holds a specific grudge against the beast. He is the leader of this hunting party.
Tate is a wandering warrior and minstrel from Laketown, and a trusted companion to Kol. His bright spirit has often helped his company overcome the dark places in the world. Tate has no known blood relations alive. He is a free spirit and can be a little reckless at times.
Kilic is a soldier from Dorwinion, looking to learn and gain wealth and standing back home for himself and his family. He is a serious and stoic fellow, except when Dorwinion wine comes out... then, Kilic's heart and tongue tend to get a bit bolder.
Stig is a hobbit archer residing just outside of Dale. More than five years ago, the hobbit set out from the Shire as Hobson Tunnelly. Having lived long enough among the men of Dale, and having made a bit of a name for himself at King Bard's archery tournaments, the hobbit has been adopted into the culture and given a new name – Stig.
The elf positions himself so that the beast may not flee from the cave, and he hopes that Arbogast will see his tactic plain enough.
"The lamp is our weapoon, slay not the form of the beastt until we have it lit!"
The elf danced around the werewolf, taunting him and baiting him to attack. The elf batted at the beast with his blade, pricking it with the point. All to enrage the beast, but striking no solid blow for fear of killiing the beastt with his ancient sword.
:ooc: All into Parry again.
:vv:
Rolled 1d12 : 3, total 3
.
Rolled 1d6 : 4, total 4
:ooc: Love the post, Ayrn! All of these characters are cool and will become a part of our campaign history. Which one are you taking on as your character?
If you have any pictures of the characters that you want to use, too, that would be great!
Spent :vv: points:
Grimbeorn failed :csu:
Esgalwen succeeded and completed :csu:
Morirúsë failed :csu:
I am going to rule that Arbogast's :g: success reduces the werewolf's armor rating by 2d for the rest of this fight.
The companions saw the gems sparking to life within the cascading waterfall, as well as the affect it was having on the wolf.
They had given so much.
Did they have more to give?
Quote from: tomcat on Jan 17, 2018, 01:02 PM:ooc: I am going to rule that Arbogast's :g: success reduces the werewolf's armor rating by 2d for the rest of this fight.
:ooc: It also does 9 :dmg:, and would ordinarily be a penetrating strike (though I'm happy to take the extra die of smashed armour in this case).
Just to be clear, does Esgalwen's success mean that the lamp is lit?
:ooc: No - each PC has to have 3 successes.
I adjusted the werewolf's :<3: above.
:ooc: Okay, so I never wound up spending a :VV: this round. Let's give it a try. :csu: as usual.
:00: 1d12 : 6, total 6
Rolled 1d6 : 6, total 6