Situation: The Fellowship, along with a host of Woodmen, is confronting a band of many score goblins, and must win through to move on to Black Tarn Hall.
Combat Advantage dice:• Esgalwen 0/0
• Grimbeorn 1/2
• Hathcyn 1/1
Situation Modifiers:• The companions have the initiative.
Physical Modifiers (complications): • The Woodmen, and the companions, have spread out and the goblins are in amongst their line. Until the Woodmen can consolidate, nobody can enter a Rearward stance.
• The forest goblins are as adept as the Woodmen at making use of the forest terrain to protect themselves and confuse their enemies. All goblins' Parry scores are doubled.
PC/NPC | :+~: | PARRY | :<>: | ARMOUR | :vv: | HOPE | :<3: | END | :-X-: | STANCE | :##: | STATUS |
Esgalwen Grimbeorn Hathcyn
| | • 6 • 4 (:<|: +4) • 7 | | • 1d (:C|: n/a) • 2d (:C|: n/a) • 2d (:C|: n/a) | | • 11/14 • 8/12 • 5/13
| | • 27/27 • 23/31 • 17/29 | | Forward (+3 Parry) Forward Forward | | normal normal normal |
ENEMY | :+~: | PARRY | :<>: | ARMOUR | :@: | HATE | :<3: | END | :csu: | NOTES |
Scar-faced goblin Leather-masked goblin Hairless goblin One-eyed goblin Sharp-toothed goblin Leather-helmed goblin Shrieking goblin
| | • 6 • 6 • 6 • 6 • 6 • 6 • 6 | | • 2d • 2d • 2d • 2d • 2d • 2d • 2d | | • 0/2 • 0/2 • 0/2 • 0/2 • 0/2 • 0/2 • 0/2 | | • 0/10 • 0/10 • 0/10 • 0/10 • 0/10 • 0/10 • 0/10 | | Dead Dead Dead Dead Dead Dead Dead |
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 |
:ooc: can i make a battle roll to scan the area to get an idea of what is going on and where the leader orcs maybe?
:ooc: Go for it!
Grimbeorn aims to dispatch this leather-clad orc and gather forces again and maneuver to the gates of the Woodmen of the Tarn.
Axes - 1d12 : 2, total 2
Rolled 5d6 : 6, 4, 3, 3, 6, total 22
Battle - 1d12 : 7, total 7
Rolled 3d6 : 1, 1, 5, total 7
Esgalwen looked around and saw that neither of her companions were threatened, but that still the Wood-men clashed with the goblins that remained. There were men and women around her that cried out in pain from wounds received along with those that would be silent forever. The healers that followed behind the van would need tend to those folk - for her it was to inspire the living.
She cried out, "Drive them back! Do not let them hinder us anymore in our passage to the Tarn. Dispatch them all and let the silence of their dead be a warning to those that lay siege to our kin!"
TN -- inspire 2d
Noble Lineage - roll feat die twice and keep the better of the two:00: 2d12 : 3, 4, total 7
Rolled 2d6 : 3, 5, total 8
:ooc: Well there is a sad roll. A 12 will not cut it and :vv: is too precious.
The Ranger moved forward to aid where she could, but it was evident her voice was drowned out in the din of battle. Even the sparse eaves of the forest worked to mute her voice, and she only received the few rallied cries from those closest to her.
Once more the feelings of doubt came to her mind, but still her feet took her ever closer to the Black Tarn.
:ooc: At the risk of ticking Tom off, I'm going to roll Hathcyn's attack on the last surviving goblin. Movin' things on...
:00: 1d12 : 4, total 4
Rolled 4d6 : 4, 3, 5, 2, total 14
:ooc: That'll get it done.
:ooc: ah ok I was going to roll battle as my action to let that guy scoot off. But if I can do both I will. Also, our plan is not to make for the Tarn, I thought it was to attack the chief orc camp to demoralize the army and have it break apart. LM always rills better anyway.
Battle
Rolled 1d12 : 11, total 11
Rolled 3d6 : 2, 1, 5, total 8
:ooc: case in point.....