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The Lair - round 10

Started by tomcat, Jan 17, 2018, 08:11 AM

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tomcat

:ooc: the warg succeeds

Mornhûn is going to draw on a Lair action

Corrupting Spell on Morirúsë TN 18

TN 18 Wisdom2d
:00: 1d12 : 7, total 7
Rolled 2d6 : 2, 6, total 8





Lair Actions:

Each round, the Werewolf can do 3 Lair actions; this count renews at the beginning of its next turn.

The hole it lives in has accumulated a pool of Hate :@: that it can spend on certain powers. These :@: points do not include the werewolf's own. The lair started with 20 points

Here are those powers and their costs to use.

Toughness - 1 :@: per use

Terrible strength - 1 :@: per use

Strike fear - 2 :@: per use

Holding spell - 3 :@: per use

Darker than darkness - 3 :@: per use

Corrupting spell* - 4 :@: per use

*This does not include any corruption tests I will require for an :~~: roll, or time spent within the Blighted Lair.
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: RESULTS

• Morirúsë failed his Wisdom test. He can either spend 1 :vv: to overcome the test -or-

A hero who fails a Corruption check [TN 18] due to Dreadful Spells experiences a harrowing sorrow, causing him to gain an additional number of Shadow points equal to the creature's Attribute level. If the check failed producing an  :~~:, then the companion is also Wounded, as an old injury reopens as if inflicted at that very moment.
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: Wow! A Heart :vv: will just make that if he uses it.
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

Jan 18, 2018, 05:58 AM #18 Last Edit: Jan 18, 2018, 06:06 AM by tomcat
Dropping  :vv: yo!  :csu:
THE GAME MUST GO ON!

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

Posterboy

 :ooc: Are the folks who are sitting at 2 or so with their hope able to draw on the fellowship's pool to regains their hope?
Otherwise, a bunch of y'all need to take Confidence as your virtue at this Year's End to reset your hope back to MAX+2. Tate ain't interested in journeying with a bunch of miserable misfits always crying all the time!  :P

https://www.youtube.com/watch?v=6M8szlSa-8o

 

Telcontar

The dead have no need for hope.
THE GAME MUST GO ON!

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

tomcat

Jan 18, 2018, 08:31 AM #21 Last Edit: Jan 18, 2018, 09:48 AM by tomcat
:ooc: Paul will be taking over from me as Loremaster for a bit. I am not sure how long he will want to run, but the idea is that we might be changing PC's a bit and explore the Darkening of Mirkwood from another area -or- we keep who we have and the story continues.

My thoughts are, the aftermath of this combat is going to be very draining to these heroes. They will have given much of themselves in defense of their world. If they are put on hiatus while Paul runs, then that gives them the time to be at hearth and home to recoup the losses they have taken. If they are the main characters of Paul's next few chapters, then we will need to find ways to heal both body and soul.

I repeat - the Werewolf of Mirkwood is said to be a fell-spirit of the First Age - no one is getting out of this easily. Hell, even Gandalf died and went back to Valinor to heal when he fought a First Age spirit.

So...let's see what happens!  ;)  ;D
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]