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Stories - PbP => Darkening of Mirkwood [Previous Chapters] => DOM-Chapter 5 => Topic started by: tomcat on Jan 17, 2018, 08:11 AM

Title: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 08:11 AM
Situation: The Company has come at last to the Lair of the Werewolf, and must combat their way in

Kindling the Lamp:
• Arbogast 2/3
• Esgalwen 3/3 DONE
• Grimbeorn 3/3
• Morirúsë 2/3

Combat Advantage dice:
• Arbogast 0/1
• Esgalwen 0/2

Lair score:
• 8/20

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)



7/16
5/12
2/12 MISERABLE
5/10 MISERABLE



26/26
3/27 WEARY
15/31
0/28 [32/56*]



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

* Morirúsë's current :<3: is in brackets. When the encounter is over and he diminishes once more (Ulmo draws back his graces), he will essentially go unconscious. If he gets two wounds in this encounter, too, he will die. Make sense? Let me know if there are questions.
Title: Re: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 08:14 AM
:ooc:

Greater Warg 2 attacks Grimbeorn
TN 27 bite 3d
:00: 1d12 : 10, total 10
Rolled 3d6 : 5, 4, 4, total 13

:dmg: 8    edge: 10   injury: 14

Mornhûn attacks Morirúsë
TN 31* 4d+16
*10 parry bonus from last round use of Defensive fighting

:00: 1d12 : 8, total 8
Rolled 4d6 : 3, 6, 2, 6, total 17

:dmg: 8   edge: 10  injury: 16
Title: Re: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 08:15 AM
:ooc: RESULTS

• both wolves miss their targets.

I will post again shortly for Ayrn's area of combat.
Title: Re: The Lair - round 10
Post by: Telcontar on Jan 17, 2018, 10:21 AM
The Noldo elf was patient, he knew that their efforts were working by the growing light in the cave. Outwardly he sought to keep the beast engaged with him until the light of the lamp was sufficient to keep the beast from transfering its spirit to another beast and escaping them again. His taunts were working and he kept the beast focused on him.

 :ooc: Defensive Parry
 :+~:
Rolled 1d12 : 3, total 3

Rolled 1d6 : 6, total 6
Title: Re: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 12:53 PM
:ooc: Damn! This is crazy...and I was worried the test was going to be too easy.

Rolled 1d12 : 12, total 12
Rolled 1d6 : 4, total 4

Rolled 1d12 : 9, total 9
Rolled 1d6 : 6, total 6

Rolled 1d12 : 6, total 6
Rolled 1d6 : 5, total 5

Rolled 1d12 : 9, total 9
Rolled 1d6 : 4, total 4

Rolled 1d12 : 6, total 6
Rolled 1d6 : 3, total 3

Rolled 1d12 : 12, total 12
Rolled 1d6 : 4, total 4







Title: Re: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 12:59 PM
:ooc: I am awarding Tom my first roll there for 2 successes this round for his :vv: spent.  :csu:

I am awarding my second roll to Arbogast for 1 success, if he is planning on spending a :vv:
Title: Re: The Lair - round 10
Post by: Eclecticon on Jan 17, 2018, 02:48 PM
Quote from: tomcat on Jan 17, 2018, 12:53 PM:ooc: Damn! This is crazy...and I was worried the test was going to be too easy.

:ooc: These things always look easier on the other side of the GM screen.  I'll happily spend a point of Hope on a roll I already know has succeeded, though.  :csu:

While we're talking rules stuff, am I right in thinking that the Werewolf isn't getting its attribute bonus on attack rolls because of the light? 
Title: Re: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 03:14 PM
:ooc: Oooh...that's right. No, he has been getting it. I just forgot to add it in the dice roll for this round.

He actually gets his +8 attribute level which is double for Denizen of the Dark to 16.

So, I hate to say it but Morirúsë is hit this round and it was pretty massive causing 24 :<3: loss!

Sorry, Tom!

Now...that said and not to just come up with some LM fiat, it was already my intention to make Morirúsë stronger than he is - to return him to his First Age resilience (kind of like Ecthelion versus Gothmog resilience).

I kind of stated it here:
QuoteArakánion drank from the offered carafe and he felt the power of Ulmo flow through him. Strength and endurance kindled that he had not felt since before the breaking of Arda.


So, the Noldo is still awake and able.

Tom, Morirúsë will effectively have double his normal ENDURANCE while this encounter persists and he will diminish once more to his current self upon his completion...if he lives.  ;)  >:D
Title: Re: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 03:19 PM
:ooc:

• Morirúsë's current :<3: is in brackets. When the encounter is over and he diminishes once more (Ulmo draws back his graces), he will essentially go unconscious. If he gets two wounds in this encounter, too, he will die. Make sense? Let me know if there are questions.


Grimbeorn, Arbogast and the Noldo all need 1 more :vv: success - let's see if they can do it in round 11. Remember, you guys get to roll 3d6 on that one.

Grimbeorn can still contribute to this round, so I am waiting on him before I start 11.
Title: Re: The Lair - round 10
Post by: tomcat on Jan 17, 2018, 03:59 PM
Kol led the hunting party at a fast clip, using the trees to cover their movement but also trying to keep a clear view of the cave entrance.

The three Men and Hobbit pushed through the large pines and entered the clearing before the fell-beasts lair. At the same time, on the opposite side of the cave entrance, four large wargs answered their masters call.
Title: Re: The Lair - round 10
Post by: Eclecticon on Jan 17, 2018, 05:11 PM
Whether it is his own growing skill or the craft of long-dead Dwarves, Arbogast does not know.  Nor, as the Warden's Axe bites deeply into the Werewolf's flank, leaving a gaping gash from which seeps a vile black smoke, does he care.  But the calm he feels turns to confusion as he sees Morirúsë continuing to pull back rather than deliver a death blow to his ancient foe.  The question that forms on his lips, though, is dispelled as the light around them continues to grow brighter and still brighter until the cavern is bathed in a radiance that almost has a texture, almost a song.  

Through the light, the Fire-watcher sees the Werewolf smash its bulk into Morirúsë, crushing the Elf against the cavern wall.  He fancies that he hears bones snap, but moments later the Elf is back on his feet, sword in hand, buoyed up by ancient powers beyond the ken of mortal Men.  

Behind him, he hears Esgalwen's gasps of pain and the snarls from Grimbeorn and the surviving warg as they clash.  

Still, the light brightens.  

"Stand fast," he calls, though he knows not exactly to whom, "and stand together!  The hour of a great ending is upon us!"



:ooc: I'm trying to Rally the troops (to grant Endurance this time, rather than eliminate weariness).  

:00: 1d12 : 6, total 6
Rolled 2d6 : 5, 6, total 11
Title: Re: The Lair - round 10
Post by: GandalfOfBorg on Jan 17, 2018, 06:19 PM
The fight continues for Grimbeorn...

 :ooc:
Stance, Action same 1d
 :00:
Axes -  1d12 : 10, total 10
Rolled 3d6 : 6, 6, 1, total 13

 :00:
Hope -  1d12 : 1, total 1
Rolled 4d6 : 6, 5, 4, 6, total 21



Title: Re: The Lair - round 10
Post by: GandalfOfBorg on Jan 17, 2018, 06:20 PM
 :ooc:
 >:D suck on that warg... Coming for you warg
Title: Re: The Lair - round 10
Post by: Telcontar on Jan 18, 2018, 04:48 AM
Morirúsë reveled in the light filling the cavern for the power of it was greater than even what it was of old. Once blessed with the light of Varda it now twinkled and shone with the blessing of Ulmo as well. The light of the heavens now shown with the glitter of crystal and the treasures of the sea. The elf was oblivious of the great pains that were being inflicted upon his body, for his spirit shown and bore a fullness he had not known in a very long time. He felt young again as he battled with this foe of the darkness.

The Noldo elf laughed as his body was crushed and smashed by the great wolf.

Still he called out strong, like the depths of the sea...
"RAGE, rage you Hoary beast! Long have you haunted the darkness, but be revealed now to the light. Behold the ancient light you hungered for, behold it's rebirth blended now with the love of Varda and Ulmo! I shall add to it the fire of my spirit and you shall see the light again before you perish forever."

 
Title: Re: The Lair - round 10
Post by: tomcat on Jan 18, 2018, 05:30 AM
:ooc: RESULTS

• Grimbeorn completes his :vv: successes - but has given greatly of himself. Matt, Hope is a character's spirit, optimism, and how they behave. With a current 2 :vv:, the Beorning is probably going to be pretty low after he comes down from the adrenaline rush of combat.

• Grimbeorn hits the greater warg with a 23 :%: :%: success for 21 :<3: loss and the need to make a protection test

TN 18 armour 3d
:00: 1d12 : 11, total 11
Rolled 3d6 : 5, 6, 1, total 12





Title: Re: The Lair - round 10
Post by: tomcat on Jan 18, 2018, 05:43 AM
:ooc: the warg succeeds

Mornhûn is going to draw on a Lair action

Corrupting Spell on Morirúsë TN 18

TN 18 Wisdom2d
:00: 1d12 : 7, total 7
Rolled 2d6 : 2, 6, total 8





Lair Actions:

Each round, the Werewolf can do 3 Lair actions; this count renews at the beginning of its next turn.

The hole it lives in has accumulated a pool of Hate :@: that it can spend on certain powers. These :@: points do not include the werewolf's own. The lair started with 20 points

Here are those powers and their costs to use.

Toughness - 1 :@: per use

Terrible strength - 1 :@: per use

Strike fear - 2 :@: per use

Holding spell - 3 :@: per use

Darker than darkness - 3 :@: per use

Corrupting spell* - 4 :@: per use

*This does not include any corruption tests I will require for an :~~: roll, or time spent within the Blighted Lair.
Title: Re: The Lair - round 10
Post by: tomcat on Jan 18, 2018, 05:46 AM
:ooc: RESULTS

• Morirúsë failed his Wisdom test. He can either spend 1 :vv: to overcome the test -or-

A hero who fails a Corruption check [TN 18] due to Dreadful Spells experiences a harrowing sorrow, causing him to gain an additional number of Shadow points equal to the creature's Attribute level. If the check failed producing an  :~~:, then the companion is also Wounded, as an old injury reopens as if inflicted at that very moment.
Title: Re: The Lair - round 10
Post by: tomcat on Jan 18, 2018, 05:48 AM
 :ooc: Wow! A Heart :vv: will just make that if he uses it.
Title: Re: The Lair - round 10
Post by: Telcontar on Jan 18, 2018, 05:58 AM
Dropping  :vv: yo!  :csu:
Title: Re: The Lair - round 10
Post by: Posterboy on Jan 18, 2018, 06:35 AM
 :ooc: Are the folks who are sitting at 2 or so with their hope able to draw on the fellowship's pool to regains their hope?
Otherwise, a bunch of y'all need to take Confidence as your virtue at this Year's End to reset your hope back to MAX+2. Tate ain't interested in journeying with a bunch of miserable misfits always crying all the time!  :P

https://www.youtube.com/watch?v=6M8szlSa-8o

 
Title: Re: The Lair - round 10
Post by: Telcontar on Jan 18, 2018, 07:03 AM
The dead have no need for hope.
Title: Re: The Lair - round 10
Post by: tomcat on Jan 18, 2018, 08:31 AM
:ooc: Paul will be taking over from me as Loremaster for a bit. I am not sure how long he will want to run, but the idea is that we might be changing PC's a bit and explore the Darkening of Mirkwood from another area -or- we keep who we have and the story continues.

My thoughts are, the aftermath of this combat is going to be very draining to these heroes. They will have given much of themselves in defense of their world. If they are put on hiatus while Paul runs, then that gives them the time to be at hearth and home to recoup the losses they have taken. If they are the main characters of Paul's next few chapters, then we will need to find ways to heal both body and soul.

I repeat - the Werewolf of Mirkwood is said to be a fell-spirit of the First Age - no one is getting out of this easily. Hell, even Gandalf died and went back to Valinor to heal when he fought a First Age spirit.

So...let's see what happens!  ;)  ;D