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CHAPTER 1: Commencement

Started by tomcat, Apr 29, 2008, 07:56 AM

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tomcat

KORI - Day 2's travel tests

Starting at TN 20... -2 for pace, +2 for terrain, -5 for riding in the wagon; so TN 15 for Kori.

Kori, Day 2 travel Weariness test:
TN 15 Stamina +2, Hardness of Body +2, Animal Aversion -2
-------------------------
Roll(2d6)+2: 4,1,+2 Total:7 COMPLETE FAILURE [Tired -2]

Kori, Day 2 Survival test to set camp, start a fire and cook:
TN 10 Survival +2, Firestarting +2, Tired -2
-------------------------
Roll(2d6)+2: 2,5,+2 Total:9 +3 Courage SUCCESS [This eliminates the climate and food sleeping penalties for everyone]

Now Rest...

Starting at TN 5... +2 for sleeping on ground, +3 for Leather armour; so TN 10 for Kori.

Kori, Day 2 Sleeping in the Rough test:
TN 10 Stamina +2, Hardness of Body +2
-------------------------
Roll(2d6)+4: 2,6,+4 Total:12 SUCCESS [Weariness removed]
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]

donimator

Weariness tests for Turumarth: Day 2

Travel Test: TN 20 (-2 for pace, -2 for terrain) = 16
TN 16 Stamina +1, Weariness -2
Roll: Roll(2d6)+1-2: 6,2,+1-2 Total:7 - Complete Failure - Spent (-8)

Survival - passed by Kori

Rest: TN 5 (+2 sleeping on ground) - TN 7
TN 7 Stamina +1
Roll: Roll(2d6)+1: 5,4,+1 Total:10 Complete success - Weariness removed for next day

Cut


Weariness test for Caranmîr, Day 2.

Starting at TN 20... -2 for pace, -2 for terrain, so TN 16 for Caranmîr.

Roll(2d6)+2:
2,1,+2
Total:5
Desastrous Failure. --> Caranmîr is weary (-3)


Caranmîr is waery. During the day, his standing wathc long into the night, takes its toll. He has to ask the company for a break.

Recovering Weariness by rest/sleep:

TN 7 (5 base + 2 sleeping on the ground)

Roll(2d6)+2:
2,3,+2 (stamina) Total:7 --> Success.


After a short pause, about an hour long, Caranmîr feels refreshed, apologises once more and the travel can continue. Caranmîr is ashamed, that his weakness has cost the company some leagues today.

Recovering Weariness for the rest of the day by nights sleep.
TN 7 (5 base + 2 sleeping on the ground)

Roll(2d6)+2:
2,6,+2 (stamina) Total:10 --> Success.




Caranmîr rests easy this night, as he had an hour of sleep during the day. On the morning of day three, Caranmîr is eager to experience a new day on the road.

Elrohir

Weariness test for day 2
Tn=20-2(pace)-2(terrain)=16
Roll(2d6)+3:
5,3,+3
Total:11, failure
Winded (-1)

Recovery test for day 2
Tn=5+2(ground)=7
Roll(2d6)+3:
4,3,+3
Total:10=success

Telcontar

OOC: Sorry for the delay guys, had a busy couple of days away from the laptop.

Gumbo was ready for the journey with a smile on his face and a pack loaded with various implements he thought that he might need for the journey. A change however had come across the Hobbit. The smile and the laugh were the same, but the happy go lucky hafling had seemingly transformed in to a warrior of some experince. His gear was worn with pride and well worn in places. Equipment was tied down and the small shoulders did not bow under the weight and his step was confident and strong. The walking out cloths he had worn before were replaced with a travel stained cloak and tunic of drab and darker colors, the better to go unseen with. There was somewhat of a dual nature to the hobbit now. One that spoke of slipping silently through the trees and woods staulking prey, but at the same time ready at a moment to be geared as if the hobbit were going to war. The shimmer of armour could be seen around his neck and upon his hip a long dagger in the hands of men passed as a short sword, and a great helm fashioned in dwarf make but sized for the hobbit but shapped in the manner of a great vile visage of a beast from the First Age of the sun adorned the brow and a metal worked beard decorated the neck guard. In fact were Gumbo to place it upon his head, very much like a young dwarf of old would he appear, though barefoot. 
  A long spear, that doubled as a walking stick, was at his side and it looked like it belonged in the hand of the halfling as if no where else on earth. In his ringing voice Gumbo called out to the open road, "I, Gumbo Bellybottom, set forth. May the maker guide my hand, I look to the left and leave behind the tools of trade, for now they are the tools of war." The dwarves in the group would recognize this as an old dwarven saying among the Longbeards, though Gumbo did not know it the dwarves had taught him a very old blessing that was often uttered silently in Khuzdul before battle. They had taught it to him in Common as a joke and he had faithly uttered it at the begining of every quest he had undertaken not knowing the full weight of his words.
     With a thud the pack landed in the cart the helm smiling visciusly up at the sky, "I'll move out ahead a bit as a scout. Whistle if you need me, you'll hear me if I should need you." With a smile the Hobbit leveled his spear and trotted out ahead of the wagon seemingly disapearing into the road as he did so.


Stealth 2d6+10
5,5+10
Total:20


Weariness test for day 1
Tn=20-2(pace)-2(terrain)=16
Roll(2d6)+1,+4:
3,2+5
Total:10, failure
Winded (-1)

Recovery test for day 1
Tn=5+2(ground)=7
Roll(2d6)+1+4:
2,3,+5
Total:10=success

Weariness test for day 2
Tn=20-2(pace)-2(terrain)=16
Roll(2d6)+5:
4,1,+5
Total:10, failure
Winded (-1)

Recovery test for day 2
Tn=5+2(ground)=7
Roll(2d6)+5:
5,2,+5
Total:12=success

Day Two Stealth Roll:
Stealth 2d6+10
1,2+10
Total:13
THE GAME MUST GO ON!

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

GandalfOfBorg

With one last great heave and growl from the ill-tempered dwarf, the wagon was freed.  He almost lost his balance in the thick, cold muck, but managed to keep himself righted as he saw the longshanks go down.  This actually brightened his spirits a little, chuckling at their amusing misfortune.  With two great sssslurrps, Nori was free of the muck himself and gave a hand to his fallen comrades.

TN 10 Nimbleness - (5+5)+2=12
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