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Darkness and Desperation - Round 4

Started by Eclecticon, Feb 28, 2022, 10:31 PM

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Eclecticon

Feb 28, 2022, 10:31 PM Last Edit: Feb 28, 2022, 10:58 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 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
:-->: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

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
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: 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
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

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
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: 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. 
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

GandalfOfBorg

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


Telcontar

THE GAME MUST GO ON!

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

Eclecticon

:ooc: Cool.  I'll wait a bit to see if Doug has anything to add, then move things on. 
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: 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.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦○○] Dmg 9/11  |  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]