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Stories - PbP => Darkening of Mirkwood [Previous Chapters] => DOM-Chapter 13 => Topic started by: Eclecticon on Jun 21, 2022, 05:43 PM

Title: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 21, 2022, 05:43 PM
Situation: Having awoken one of the three Great Spiders of Mirkwood, the Fellowship of the Helm are fighting for their lives! 

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

Situation Modifiers:
• The companions have the initiative, though only Hathcyn (with his long spear) or Esgalwen (with her bow) may attack until Tylquin comes down from the ceiling. 
• One anchor strands remains undamaged. 

Physical Modifiers (complications):
• Tylquin's nest is in complete darkness.  She gains +2 to her Parry score and all TNs are increased by four. 

PC/NPC  :+~:PARRY  :<>:ARMOUR  :vv:HOPE  :<3:END  :-X-:STANCE  :##:STATUS
Arbogast
Esgalwen
Grimbeorn
Hathcyn
• 6 (:<|: +3)
• 9
• 4 (:<|: +4)
• 4 (Great Strength +3)
• 2d (:C|: +3)
• 1d (:C|: n/a)
• 2d (:C|: n/a)
• 3d (:C|: n/a)
• 7/16
• 11/14
• 8/12
• 10/13
• 26/26
• 27/27
• 4/31
• 29/29
Forward
Defensive
Defensive
Forward
normal
normal
WEARY
normal

ENEMY  :+~:PARRY  :<>:ARMOUR  :@:HATE  :<3:END  :csu:NOTES
Tylquin
 
• 7+2
 
• 3d
 
• 6/8
 
• 46/60
 

 

STANCES
:-X-:Forward
- action order 1

Close combat
TN 6+ parry
Forward
Maneuvers
(https://rpg.avioc.org/webimages/lotr/tor/forward.jpg)
:-->:Open
- action order 2

Close combat
TN 9+ parry
Open
Maneuvers
(https://rpg.avioc.org/webimages/lotr/tor/open.jpg)
:<|:Defensive
- action order 3

Close combat
TN 12+ parry
Defensive
Maneuvers
(https://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
(https://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: Wrath of the Weaver - Round 2
Post by: Telcontar on Jun 21, 2022, 09:31 PM
 :ooc: now would be a good time to crack out any of the light sources we packed. Can we get some torches going?
Title: Re: Wrath of the Weaver - Round 2
Post by: tomcat on Jun 22, 2022, 06:25 AM
:ooc: Did we pack light sources? I don't mind a little meta, but I do not think we ever said anything about travel gear beyond the norm. If Paul is cool with it, I can try a Craft test to try and kindle a torch - but first, Esgalwen does this for this round...

With her Old Lore trait, Esgalwen is going to try and Inspire Radagast with words of Elbereth. I am not sure if she can attack, too, but I am going to give you narrative and then a post with both rolls.

"Radagast! We need you beyond all hope to permeate this darkness with your own spells! The blessings of Varda be upon you that she might delve even this terrible gloom with the Light of Eärendil!"
Title: Re: Wrath of the Weaver - Round 2
Post by: tomcat on Jun 22, 2022, 06:27 AM
:ooc: First the Inspire roll which I will include my Noble Lineage trait (roll the Fest die twice and keep best of two), the my blind bow shot...  [<

TN ?? Inspire 2d
:00: 2d12 : 5, 11, total 16
Rolled 2d6 : 3, 3, total 6


TN 25 great bow 4d
:00: 1d12 : 12, total 12
Rolled 4d6 : 1, 1, 3, 4, total 9

:dmg: 7   edge: 10  injury: 16
Title: Re: Wrath of the Weaver - Round 2
Post by: tomcat on Jun 22, 2022, 06:31 AM
:ooc: Well her Inspire roll is a failure, but not an :~~: .

Her bow shot... well that is a nice :g: success for 7 :<3:.

I like how the Feat die is landing (sort of :| ), but it would be great to see a :%: in there sometimes.

Even as the Ranger's cry is weakly heard throughout the chamber, draped so in Tylquin's gloom, Esgalwen keeps her ears keen to where the whispered spell emanated and trained her bow in its direction. The twang and whoosh of the arrow in flight ended in a satisfactory sound of striking her target.

"FEEL MY STING, BEAST!" she challenged.
Title: Re: Wrath of the Weaver - Round 2
Post by: Telcontar on Jun 22, 2022, 07:40 AM
 :ooc: I brought this up before we set out about have available common items that it would make sense to pack or bring along. I think I specifically brought up water and light stuff, but I will have to look.
Title: Re: Wrath of the Weaver - Round 2
Post by: GandalfOfBorg on Jun 22, 2022, 09:00 AM
 :ooc: What should I do if I want to see if I can make it to another strand in the dark and attack it?  Adobe isn't being friendly right now.
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 22, 2022, 12:29 PM
:ooc: Whether or not you specifically mentioned bringing torches along, I'll assume you have some - the Fellowship aren't neophytes and they'll have an idea of what might be needed in a very dark place worth lots of webs to burn.

Matt, you can go ahead and roll an attack as usual - Grimbeorn has an idea still of where the web stands are and, unlike Tylquin, they aren't moving around.  The TN is still 22,though.
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 22, 2022, 05:25 PM
:ooc: For story reasons, I'm not going to trouble myself with anything mechanical stemming from Esgalwen's failed Inspire roll.  Her rather fortuitous shot in the dark, though, requires a Protection roll (TN 16) from Tylquin:

:00: 1d12 : 6, total 6
Rolled 3d6+9 : 3, 3, 3 + 9, total 18
Title: Re: Wrath of the Weaver - Round 2
Post by: tomcat on Jun 22, 2022, 06:18 PM
:ooc: Is it worth a potential :vv: to make it a success? What would the TN be?
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 22, 2022, 06:32 PM
:ooc: Okay - since this'll make the scene a little more interesting I'll say that spending Hope to make it a success will at least get you a response (so you know where he is) but you'll need a Song or Healing roll (TN 18) to get him back on his feet. 
Title: Re: Wrath of the Weaver - Round 2
Post by: Telcontar on Jun 22, 2022, 09:14 PM
 :ooc: Do you want me to roll something to get some light going?
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 22, 2022, 11:49 PM
:ooc: A Craft roll would be appropriate. Given the circumstances, I'd also accept Riddle (or, frankly, anything else you can make a sufficient case for - the rules don't really contemplate this sort of problem).

I'm cooking dinner at the moment and don't have access to the character sheets, or I'd roll for you.
Title: Re: Wrath of the Weaver - Round 2
Post by: Telcontar on Jun 23, 2022, 12:23 AM
 :ooc: my thoughts. I am going to roll Explore. The skill description says that it allows for the reaction to natural obstacles. So I am seeing darkness itself as a naturally occurring obstacle. I dont think crafting works because I'm not making torches I'm only using something already prepared in the manner it was intended.

 :ooc: Explore
Rolled 1d12 : 10, total 10

Rolled 3d6 : 5, 2, 1, total 8
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 23, 2022, 02:42 AM
:ooc: I actually thought the same thing right after I posted that. 

Your roll is a success, by the way. 
Title: Re: Wrath of the Weaver - Round 2
Post by: Telcontar on Jun 23, 2022, 04:31 AM
Hathcyn dropped to one knee as the light went out. He heard the Ranger move towards the wizard as he now relied more on hearing than by sight. The idea also occurred to him that the spider may be just as blind as they were in the darkness and that it was the movement of the air and the webs that allowed the spider to "see". The academic value of the thought was worth exploring, but not during the current dilemma. The companions couldnt see and that was a problem.

The Longspear drew forth a torch from the gear he carried and by instinct from frequent repetition of the action sparked a torch.

The sparks blazed forth and then a small light grew. The webs drank light but whether because this was a natural light and not the magic of the web against the magic of the wizard it shown small, but cleaner.

"Fire Spider! Your enemy even older than the sons of Man!"

Held the torch aloft so that his friends may have some light and then prepared to grab another to light from the first.
Title: Re: Wrath of the Weaver - Round 2
Post by: GandalfOfBorg on Jun 23, 2022, 07:45 AM
Grimbeorn continues with the effort to remove the spider's eldtritch defenses.

 :ooc:
 :00:
Axes (2h) - 1d12 : 6, total 6
Rolled 5d6 : 5, 4, 4, 6, 2, total 21


Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 23, 2022, 01:55 PM
:ooc: Arbogast will do the same:
:00: 1d12 : 12, total 12
Rolled 4d6 : 4, 3, 4, 5, total 16
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 23, 2022, 02:02 PM
Working quickly and desperately in the darkness, Grimbeorn and Arbogast strive to recall where the web strands stood.  True is their recall and true the strokes of their axes, and two more strands part as Tylquin lets out an inhuman shriek of rage and fear.  The web sacs that hold her treasures now hang loosely, swinging between slack threads and all about the chamber other strands are moving and slipping, losing their proper places as both the web and the charms that it binds unravel. 

As Hathcyn raises his torch to illuminate the battle Tylquin, still keening, springs from the ceiling to land heavily on Grimbeorn, bearing him almost to the ground as she seeks to plunge her fangs into the flesh of his neck. 


:ooc: She's attacking with her fangs:
:00: 1d12 : 6, total 6
Rolled 4d6 : 3, 4, 6, 6, total 19
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 23, 2022, 02:04 PM
:ooc: Ow!  Grimbeorn loses a whopping 27 Endurance and is now Weary. 
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 23, 2022, 03:25 PM
Down he falls, his chest crushed beneath the weight of inhuman flesh and chitin.  His axe goes unheeded from his grasp as he uses his hand as best he can to keep her envenomed fangs from piercing his skin.  His left arm is useless, the weight of the elven shield making it hard to lift, let alone bring to bear in his struggle.  She strikes the side of his head with one of her legs, smashing it against the side of a rock that lay unseen beneath the webs that strew across the uneven ground, and his vision goes white, such thought as he still had time for forgotten. 

Then, with wordless battle cries, his friends close for battle and Tylquin is forced to spring away. 
Title: Re: Wrath of the Weaver - Round 2
Post by: GandalfOfBorg on Jun 24, 2022, 04:36 AM
 :ooc: Yo... not cool, but at least ignores effects of Weary during combat
Title: Re: Wrath of the Weaver - Round 2
Post by: Eclecticon on Jun 24, 2022, 03:19 PM
:ooc: He ignores being Weary while Wounded.  It's not a blanket thing any time he's taken damage. 
Title: Re: Wrath of the Weaver - Round 2
Post by: GandalfOfBorg on Jun 27, 2022, 04:54 AM
 :ooc: Ah thought he would have been Wounded with such a strike too.