RPG.avioc.org

Stories - PbP => Darkening of Mirkwood [Previous Chapters] => DOM-Chapter 12 => Topic started by: Eclecticon on Feb 28, 2022, 06:31 PM

Title: Darkness and Desperation - Round 4
Post by: Eclecticon on Feb 28, 2022, 06:31 PM
Situation: The Fellowship finds itself in the lair of one of the nameless things that gnaws at the roots of the world. 

Combat Advantage dice:
• Arbogast 1/1
• Esgalwen n/a
• Grimbeorn 1/1
• Hathcyn 2/2

Situation Modifiers:
• The Nameless Thing has the initiative. 
• Anyone in a Rearward stance may attempt to climb the tunnel out of the hill - this will require multiple Athletics successes.
• The Nameless Thing may only be attacked by characters who first make a Valour roll against TN 17. 

Physical Modifiers (complications):
• Unless at least two torches are lit, the TN to hit the Nameless Thing is increased by two. 
• A lit torch must be held, requiring a free hand to do so. 

PC/NPC  :+~:PARRY  :<>:ARMOUR  :vv:HOPE  :<3:END  :-X-:STANCE  :##:STATUS
Arbogast
Esgalwen
Grimbeorn
Hathcyn
• 6 (:<|: +3)
• 6
• 4 (:<|: +4)
• 4 (Great Strength +3)
• 2d (:C|: +3)
• 1d (:C|: n/a)
• 2d (:C|: n/a)
• 3d (:C|: n/a)
• 9/16
• 13/14
• 9/12
• 5/13
• 12/26
• 27/27
• 17/31
• 24/29
Rearward
Rearward
Defensive
Rearward
normal
normal
normal
normal

ENEMY  :+~:PARRY  :<>:ARMOUR  :@:HATE  :<3:END  :csu:NOTES
The Nameless Thing
 
• 5
 
• 3d
 
• 7/10
 
• 70/84
 
WOUNDED
 

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
Title: Re: Darkness and Desperation - Round 4
Post by: Eclecticon on Feb 28, 2022, 06:57 PM
Sensing the passage of the companions toward the mouth of the tunnel, and up towards the daylit lands, the Nameless Thing turns and once again surges forward, lashing out toward Arbogast. 


:ooc: Still attacking:
:00: 1d12 : 9, total 9
Rolled 4d6 : 5, 1, 2, 5, total 13
Title: Re: Darkness and Desperation - Round 4
Post by: Eclecticon on Feb 28, 2022, 08:06 PM
:ooc: In response, Arbogast will follow his own advice and try to break free and retreat up the tunnel to where Esgalwen and Hathcyn are making a stand (and hopefully past them next round). 

Athletics (TN 17)
:00: 1d12 : 5, total 5
Rolled 2d6 : 6, 6, total 12
Title: Re: Darkness and Desperation - Round 4
Post by: Eclecticon on Feb 28, 2022, 08:14 PM
Though the Fire-watcher is ready for the onslaught of the Thing, its ferocity still leaves him reeling.  For a few seconds, he is driven to the ground beneath its half-armoured, half-flabby bulk, sharp edges of bone debris digging into his unprotected legs.  As soon as it withdraws, though, he rises to his feet and, with only a brief backward glance to ensure that Grimbeorn is following him, climbs as swiftly as ever he has in his life up the tunnel. 


:ooc: Whoa!  I thought he was going to have to fall back on a bonus die!  I didn't make this clear last round, but once a character has escaped combat, the TN to actually climb up the tunnel is only 14. 

Athletics (TN 14)
:00: 1d12 : 8, total 8
Rolled 2d6 : 1, 6, total 7
Title: Re: Darkness and Desperation - Round 4
Post by: Eclecticon on Feb 28, 2022, 08:21 PM
:ooc: A nicely-timed great success.  Matt, if you want to roll for Grimbeorn to get up the tunnel you can, but as long as he makes his initial roll to escape from combat, you don't have to. 

Meanwhile, further up the tunnel, Esgalwen and Hathcyn have a round free to do non-attacking things.  Tom, if Hathcyn wants to use a Stand Ground action (Adventurer's Companion, p 109), I'll let him do it without the Hope spend, considering that a spear is ideal for this kind of fighting. 
Title: Re: Darkness and Desperation - Round 4
Post by: GandalfOfBorg on Mar 01, 2022, 05:23 AM
With the last of his companions up the tunnel, Grimbeorn takes his chance to escape as well.

 :ooc:
Athletics to escape combat -  1d12 : 5, total 5
Rolled 3d6 : 4, 6, 6, total 16

Title: Re: Darkness and Desperation - Round 4
Post by: Telcontar on Mar 02, 2022, 09:57 AM
Stand Ground seems good to me.
Title: Re: Darkness and Desperation - Round 4
Post by: Eclecticon on Mar 02, 2022, 11:56 AM
:ooc: Cool.  I'll wait a bit to see if Doug has anything to add, then move things on. 
Title: Re: Darkness and Desperation - Round 4
Post by: tomcat on Mar 02, 2022, 03:10 PM
:ooc: Esgalwen will keep her sword in her hand, but offer her other to help her companions get up the tunnels and around Hathcyn's spear.