Situation: The Fellowship has followed the servants of the Shadow to their lair beneath Lake-Town.
Combat Advantage dice:• Arbogast 0/1
• Esgalwen 0/2
• Hathcyn 0/0
• Laeral 0/2
Situation Modifiers:• The companions have the initiative.
Physical Modifiers (complications): • The platform is slippery, but broad enough that characters are not in danger of falling.
PC/NPC | :+~: | PARRY | :<>: | ARMOUR | :vv: | HOPE | :<3: | END | :-X-: | STANCE | :##: | STATUS |
Arbogast Esgalwen Hathcyn Laeral
| | • 6 (:<|: +3) • 6 • 7 • 8 | | • 2d (:C|: +3) • 1d (:C|: n/a) • 2d (:C|: n/a) • 3d (:C|: n/a) | | • 10/16 • 10/14 • 8/13 • 9/12 | | • 0/26 • 27/27 • 11/29 • 20/28 | | Defensive Rearward Defensive Rearward | | unconscious normal unconscious normal |
ENEMY | :+~: | PARRY | :<>: | ARMOUR | :@: | HATE | :<3: | END | :csu: | NOTES |
The Haunter of the Lakeshore Bowman 1 Bowman 2 Bowman 3 Knifeman 1 Knifeman 2 Knifeman 3 Knifeman 4 Knifeman 5 Knifeman 6 Lake-Beast | | • 6 • 4 • 4 • 4 • 3 • 3 • 3 • 3 • 3 • 3 • 4 | | • 2d • 1d • 1d • 1d • 1d • 1d • 1d • 1d • 1d • 1d • 2d | | • 2/10 • 2/2 • 2/2 • 2/2 • 2/2 • 2/2 • 2/2 • 2/2 • 2/2 • 2/2 • 5/6 | | • 0/50 • 1/14 • 1/14 • 1/14 • 0/12 • 0/12 • 0/12 • 0/12 • 0/12 • 12/12 • 0/32 | |
|
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 |
Cursing her ill aim, lack of spear, and space to wield it, her hand was a blur again to her quiver, nocking an arrow, and letting it fly. She heeds not the arrival of the others, regardless of their alignment.
:ooc:
Bows - 1d12 : 2, total 2
Rolled 3d6 : 4, 1, 6, total 11
:ooc: Damn, Matt! That is another crap dice result for Laeral. These dice are kicking our butts. ;D
Esgalwen could only be rallied by the words of her Elven companion and the fierceness she displayed. Even as the fear tugged at her heart, even as Orophin came once more to haunt her mind, her hand went to quiver and once more she sent a shaft into the shadows.
:ooc: Fire on the Nazgul... here goes...
TN 18 great bow 3d:00: 1d12 : 6, total 6
Rolled 3d6 : 1, 6, 6, total 13
:dmg: 7 edge: 10 injury: 16
:ooc: Man!!! This is Esgalwen's day to shine. ;D
Though not piercing, that is a 19 :%: :%: success for 19 :<3: loss.
If for any reason I am wrong here - if there is a Nazgul trait that reduces my attack or increases its TN - I will spend a :vv: if it will see this to success.
:ooc: I was thinking, too, that that spatter of oil could have been a big problem under a wooden city that sits on wooden pilings. ;D
Not sure we would come out the heroes from that one. (-D
Quote from: tomcat on Jun 19, 2021, 10:48 AM:ooc: Man!!! This is Esgalwen's day to shine. ;D
Though not piercing, that is a 19 :%: :%: success for 19 :<3: loss.
If for any reason I am wrong here - if there is a Nazgul trait that reduces my attack or increases its TN - I will spend a :vv: if it will see this to success.
:ooc: Esgalwen has been the woman of the hour in the last two adventures!
No fell sorcery gets the Haunter out of it, either - that was a solid hit.
Fast flies Esgalwen's arrow and true it strikes, its head finding that which lies beneath the Haunter's black cowl. The Ringwraith reels, dropping its sword in shock as it falls. Its raiment droops as it lands as if it would perhaps lie flat, having concealed nothing but emptiness.
But never were the Nine fated to meet their end but for the doom of their master, or by spells for the bane of Mordor that now have long been lost. A second passes, and another, and then the Haunter rises to take up its sword anew, and the hearts of those on the raft sink. When the hood turns toward them once again, however, it is with a newfound wariness, as a seasoned warrior might regard a serpent discovered in a pot thought to be empty. Rather than spring upon the raft to do battle, the wraith turns to other means to work its master's will.
The darkness beneath the Haunter's cowl spreads like a black abyss into which Esgalwen falls, until it fills her sight and terror descends upon her. Her throat tightens and her heart beats like the wings of a captured bird. And in her mind, she sees.
Where once was Lake-Town now rise the burned and blackened stumps of the piles, as if the calamity of Smaug were come once again upon Esgaroth. Beneath them, fitful eddies of wind blow ash and dust to and fro, caking what they can reach in pallid grey. The Long Lake lies far beyond, shrunken and noisome, all wholesome life long fled from its waters. And yet, somehow, black and midnight Mirkwood is grotesquely grown, brittle branches of lifeless trees reaching even now to pluck and tear at her garments, her hair, her eyes.
Beyond a sky dark with cloud from which life-giving rain shall never again fall, she feels somehow the dreadful regard of something so vastly beyond her as to make the suggestion of resistance against it almost farcical. It beholds her, alone in this lifeless land, with the same malice as a Man might regard a beetle, fallen on its back an unable to right itself, left to crackle and blacken beneath an unforgiving sun.
Throughout it all like a drumbeat within her heart and soul comes the message of Mordor: This is what is to come.
Serve the Eye.
Slay the Elf.
:ooc: Esgalwen has to make a Corruption roll (vs TN 18) or fall beneath the sway of the Haunter's spell:
:00: 1d12 : 9, total 9
Rolled 5d6 : 6, 3, 3, 6, 6, total 24
Behind the haunter, the two Beornings advance cautiously toward the platform, seemingly undaunted by the dark figure and the prone bodies of their kinfolk. Beyond them another descends, mail shining in the torchlight and a sword in his hand. He turns quickly, and the two on the raft see Wulfdan Broken-jaw (https://rpg.avioc.org/boards/index.php?action=dlattach;topic=1654.0;attach=3655), he who led the Beorning search parties (https://rpg.avioc.org/boards/index.php?msg=32366), with a torc and ring of unknown make (https://rpg.avioc.org/boards/index.php?msg=32067) upon his neck and finger, and an un-troubled grin upon his face. Wulfdan, who spake harsh words to Hathcyn in the House of Beorn (https://rpg.avioc.org/boards/index.php?msg=28118).
Wulfdan, who has betrayed his lord and chieftain.
"Gather it up," he calls. "There's plenty there for all the clanfolk!"
:ooc: there were clues to such perfidy. Let it be known that when Paul runs the game there are no casual a-holes! They all are villains.
:ooc:
Heads will roll GoT-style. :x:
Quote from: Telcontar on Jun 21, 2021, 05:16 PM:ooc: there were clues to such perfidy. Let it be known that when Paul runs the game there are no casual a-holes! They all are villains.
This is a subject that I went over and over while I was preparing the adventure, and I have thoughts I'd like to share when it's done.