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Wrath of the Weaver - Round 2

Started by Eclecticon, Jun 21, 2022, 05:43 PM

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Eclecticon

Jun 21, 2022, 05:43 PM Last Edit: Jun 23, 2022, 03:02 PM by Eclecticon
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
:-->: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

Telcontar

 :ooc: now would be a good time to crack out any of the light sources we packed. Can we get some torches going?
THE GAME MUST GO ON!

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

tomcat

: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!"
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: 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

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

Jun 22, 2022, 06:31 AM #4 Last Edit: Jun 22, 2022, 06:33 AM by tomcat
: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.
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]

Telcontar

 :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.
THE GAME MUST GO ON!

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

GandalfOfBorg

 :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.
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: 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.
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: 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
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

tomcat

:ooc: Is it worth a potential :vv: to make it a success? What would the TN be?
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]

Eclecticon

: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. 
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

 :ooc: Do you want me to roll something to get some light going?
THE GAME MUST GO ON!

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

Eclecticon

: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.
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

 :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
THE GAME MUST GO ON!

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

Eclecticon

:ooc: I actually thought the same thing right after I posted that. 

Your roll is a success, by the way. 
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