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Darkness and Desperation - Round 2

Started by Eclecticon, Feb 24, 2022, 02:15 PM

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Eclecticon

Feb 24, 2022, 02:15 PM Last Edit: Feb 26, 2022, 04:36 PM by Eclecticon
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 a Search roll (TN 18 due to the bad light and ongoing fighting) to find the dropped gem.
• 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
• 19/26
• 27/27
• 31/31
• 24/29
Defensive
Defensive
Defensive
Rearward
normal
normal
normal
normal

ENEMY  :+~:PARRY  :<>:ARMOUR  :@:HATE  :<3:END  :csu:NOTES
The Nameless Thing
 
• 5
 
• 3d
 
• 8/10
 
• 72/84
 
WOUNDED
 

STANCES
:-X-:Forward
- action order 1

Close combat
TN 6+ parry
Forward
Maneuvers
:-->:Open
- action order 2

Close combat
TN 9+ parry
Open
Maneuvers
:<|:Defensive
- action order 3

Close combat
TN 12+ parry
Defensive
Maneuvers
:<->: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
:<>: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
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

The Nameless Thing's legs work feverishly, pivoting its bulk about to face Grimbeorn and Essylt.  In the ruddy light, its mouth takes on the seeming of a fleshy and feverish eye, its iris of jagged bone and its pupil an opening into stygian darkness.  Grimbeorn just has time to make out two arms, tiny in comparison to the vastness of the creature's body, each ending in a pincer that snaps rapidly in anticipation of the flesh-tearing to come.  Then, swift and terrible as floodwaters spilling down a mountain, it lunges. 


:ooc: The Thing attacks Grimbeorn...

:00: 1d12 : 5, total 5
Rolled 4d6 : 3, 4, 4, 2, total 13
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

Feb 24, 2022, 05:53 PM #2 Last Edit: Feb 24, 2022, 06:17 PM by Eclecticon
Picking his moment, the mighty Son of Beorn steps aside, but the creature is too large and its assault too sudden to be completely avoided.  The impact of the creature into his elven shield drives him back into Essylt, knocking the two of them to the bone-strewn floor.  The Hill-woman's shriek is constant as Grimbeorn finds his feet, the battle-furor lending speed and strength to his limbs. 


:ooc: Grimbeorn's avoidance didn't quite make the TN, and neither did the Thing's attack, so no Endurance lost.  The Nameless Thing will use its ability to become Fearsome - this round it can only be attacked by characters who make a Valour roll against TN 17.  This would normally require Hate expenditure, but the Eye revelation means that this is no longer the case. 
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Telcontar

Hatchyn's mind turned quickly, this was not a beast they needed to kill, just escape from with the needed gem.

The Beorning moved towards the area where the Firewatcher had dropped the gem and using the blade and the cross guard of his spear tossed aside the refuse and detritus of the den to find the gem they needed.

OOC: Here goes nothing. If it looks like i am close I will use the two advantage dice. Let's see how Eru Illuvatar feels towards hathcyn today.

Search
Rolled 1d12 : 12, total 12

Rolled 1d6 : 4, total 4
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

Telcontar

BOOM SHACKALLLAKA!!!!! The unexpected, the unlooked for estel. HOPE, The DAY SHALL COME AGAIN! AURE ENTULUVA!

The spear shaft of the Beorning tossed aside the cracked and gnawed bones of an age of victims of these nameless horror. His hands guided by the powers or by the strands of fate he did not have the time to ponder as the beast was beyond the combined powers of the companions and even the Wolfslayer would not be able to stand long before it. The Beorning was soul weary, their constant fighting against fane and fell creatures was wearing on him, and here again was a creature unknown even to the ancient tales of men pitting its will against them.

Then the sparkle, then the glint of stone. Had he but flicked his wrist the other direction it would have been lost, but here in the rush light was the twinkle of a gem, its inner light shining like the first grin of Durin the Deathless when first Aule taught him to mine. Here was the gem they needed, here was the freedom to escape.

He reached and grabbed it.
"I have it! FLY! FLY!"
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

Even as Hathcyn found the treasure, Nimronyn slid from its scabbard and scythed through the air. Esgalwen needed to harm this thing, so as maybe it would return to its hole and leave them to escape.

TN 17 longsword (2h) 4d
:00: 1d12 : 5, total 5
Rolled 4d6 : 3, 6, 2, 3, total 14

:dmg: 11  edge: 8   injury: 18
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

:ooc: It's not pretty, but it is a 19 :%: success for 17 :<3: loss
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

:ooc: Oh, I forgot my valour roll to attack...

TN 17 4d
:00: 1d12 : 3, total 3
Rolled 4d6 : 6, 5, 2, 6, total 19

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

GandalfOfBorg

Grimbeorn returns to his feet, standing with his friend against the fetid creature of darkness.  Setting himself ready, he puts himself between the rest.  "Get out and I will follow!"

 :ooc:
Stance is Defensive. Action is Protect Ally (Esgalwen or Arbogast).

He will still attack the creature to keep it at bay.

Valour -  1d12 : 12, total 12
Rolled 4d6 : 1, 3, 2, 4, total 10

Attack -  1d12 : 9, total 9
Rolled 5d6 : 5, 5, 2, 1, 3, total 16



Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

Eclecticon

:ooc: That's quite a pair of hits!  Grimbeorn's swipe in  particular triggers a Protection test (vs TN 18):

:00: 1d12 : 12, total 12
Rolled 4d6 : 1, 3, 1, 2, total 7


The Nameless Thing will spend a point of Hate on each attack, reducing the Endurance loss by seven each time. 
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

As one of the Thing's segmented legs probes close to him, Grimbeorn brings Bear Claw around in a strike like a thunderbolt, cleaving through the stiff shell to the unwholesome flesh beneath and leaving the leg twitching in the bone litter beneath.  The Thing emits no sound, but erupts into a thrashing frenzy, twisting and writhing so that its legs kick at ceiling, floor and walls alike. 

As a blow lands on his shield, Arbogast cries "Fall back, two by two!  Hathcyn and Esgalwen, climb a way and then be ready to protect us as we follow!  Essylt, do whatever you must to keep the light burning!" 


:ooc: Arbogast will roll Battle for a Command action:

:00: 1d12 : 12, total 12
Rolled 5d6 : 6, 1, 3, 5, 2, total 17
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

:ooc: That's two bonus dice that to draw on for actions next round (limit one per customer).  I'm tagging Arbogast's Cunning trait for his last AP (:csu:). 

The way back up the tunnel is steep enough that anyone trying to climb it quickly (as, persumptively, you are) needs to make an Athletics roll - success gets you to a point where the footing is good enough that you can fight there, and Great or Extraordinary successes let you help one or two people who didn't make their rolls.  Hopefully this is clear enough - let me know if you have questions. 

Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet