
BlueTrillium
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Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 9 (10/2) | Health: 5 | Spirit: 4 | Supply: 4 Tarric "'Content' is not what I would say, but if we wish to speak to Mogdred about our path forward, it seems we have no choice," Tarric said. "I will stay if the rest of you shall." Olwinne nearby him nodded in agreement, a thoughtful look on her face, as the Beorning scanned the faces of the rest of their comrades and Radagast himself to see how they felt about his words. "And I hope despite the location, some past comrades might find time to share our company." Here he glanced at Ragnacar and the other members of Dagmar's group. OOC/Mechanics Updated Progress to mark the Scene Challenge as complete. Assuming the group does decide to stay, Tarric will indeed seek out Ragnacar if he is able to, and share stories (and perhaps some warm drinks) and Gather Information. (Of course if we don't stay after all, ignore this roll.) Gather Information + wits with Ragnacar, maybe trying to find out what happened here that no visitors are allowed in, or if there is some other reason why Dagmar is acting the way that she is. Weak Hit - +1 momentum (updated, now 9/10), but the information complicates the quest or reveals a new danger. Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬛⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛▦⬜⬜⬜⬜⬜ Journey: To Tyrant's Hill (Troublesome) ⬛⬛⬛⬛⬛⬛⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 8 (10/2) | Health: 5 | Spirit: 4 | Supply: 4 Tarric "I would say, rather, that Master Radagast travels to where the trouble is, to provide his valuable aid against it," Tarric spoke up stiffly, stung at the (not-so-)implicit insult to the wizard. "As we are doing now. I would hope Mogdred would agree, having witnessed that help first-hand at Rhosgobel." "But it is clear that words are not enough," he continued. "What if we sent some of our number to help with Mogdred's hunt? He could return more quickly, and with greater spoils. Perhaps we will have earned our welcome then?" OOC/Mechanics Realized thanks to the comments above that I have not added to the fail track since we moved to Baldr, oops. Added three Talisman fails from page 1, and one other fail from a missed Gather Information on page 2. Failure track is now at 4.5/10. (Let me know if the Talisman fails don't count, and I'll take them back out.) Also updated the current Scene Challenge progress with the previous posts so far (progress 1, countdown 2) Let's call this a... hm. Compel, I suppose, with... heart I think, since Tarric is stung and reacting. He's trying to convince, not intimidate/incite... for now. And we got... a Weak Hit. So we make progress (added 1 more to that track, for progress 2/10 now) but there is some small complication or delay so we also mark a countdown (now 3/4). Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬛⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛▦⬜⬜⬜⬜⬜ Journey: To Tyrant's Hill (Troublesome) ⬛⬛⬛⬛⬛⬛⬜⬜⬜⬜ Scene: Secure Hospitality (Formidable) ⬛⬛⬜⬜⬜⬜⬜⬜⬜⬜ Countdown: 3/4 Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 8 (10/2) | Health: 5 | Spirit: 4 | Supply: 4 Tarric Despite himself, and despite Olwinne and the company's best efforts, Tarric found himself sunk in his own thoughts and worries as they traveled. He couldn't even say exactly what had him so withdrawn, precisely. The closest he could come was a feeling of dread and shadows inexorably closing in from all directions. However the sight of their destination at hand at last helped him to shake off some of the morose contemplation, enough to listen with greater interest to Radagast's tale of the place's history. It was perhaps not the happiest place, but it was still a tale of past escape from and victory against the forces of Dol Guldur, reminding him that such things had and could be done. When no-one else immediately stepped forward to speak to the sudden-appearing representatives of the fort, Tarric found some words to speak. "Well met, warriors! From Rhosgobel we have come, yes, and I see you recognize Master Radagast. I am Tarric, son of Lorric, and these are our companions..." He introduced the group, then continued. "Mogdred fought at our side not long past, repelling the orcs. We are hoping to meet with him again. Is he here?" OOC/Mechanics Updated Supply and Progress bars to match earlier moves and posts. Going to try a Secure an Advantage, I think, calling on their recent alliance with Mogdred to hopefully smooth their way. He's going for an emotional response of shared comraderie/courage so I think +heart could fit. Result: Strong Hit - we do gain an advantage. Let's go with we get to make another move before they reply, and we can take a +1 on the move, if that works? So whoever makes the next move in the Scene Challenge can take that +1. Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬛⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Journey: To Tyrant's Hill (Troublesome) ⬛⬛⬛⬛⬛⬛⬜⬜⬜⬜ Scene: Secure Hospitality (Formidable) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 8 (10/2) | Health: 5 | Spirit: 4 | Supply: 5 Tarric Nebulous shadowy fragments swirled in Tarric's memory at Radagast's words, an impression of escape or victory only to find it had all been false, orchestrated by the enemy. Despite their companion's hopeful words about the movements now being revenge for their defeat of the spiders before, the Beorning could not shake the creeping feeling of looming dread. "Much as I might wish otherwise," he said heavily, "I believe Radagast is right. If the spiders are behind this, it is only that some escaped to warn whatever lurks in Dol Guldur, moving it to take further action. 'A hidden hand,' he calls it... yes, that... that is exactly how it feels. A dark hand manipulating pieces on a board. Including us." OOC/Mechanics Going with -1 Spirit for the Price for Tarric's previous move. (stats updated) Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 8 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 Tarric The Beorning welcomed the distraction of Beran's map that morning. Radagast could take care of himself, he knew, but it was still unnerving to sit idly by and wait for unknown amounts of time. At least looking at the map would keep him from pacing like... well like a caged bear. Which is what he'd been doing beforehand. Tarric stared at Dol Guldur on the map. It took up a disproportionately large area, both on paper and in his mind. But they had to get there first. He tried to consider anything that might be useful for their next leg through the Narrows. "Radagast!" he said gladly when the wizard appeared suddenly and at last. "Something? What did the River Maidens say?" OOC/Mechanics Tarric will also snag Focus (+1 momentum) from Bróin's Make Camp roll. (updated stats) Rolling for Gather Information +wits to try and convince Radagast to spill more details. Though I've got Tarric marked as having a bond with Rhosgobel, I'm not sure that's enough to give a bonus with Radagast? So I'll leave that +1 off. Easy enough to add it back in if you think otherwise. Result: Miss -- Well even if we did add a +1 for bond, that would still be a Miss. So that information reveals a dire threat or an unwelcome truth that undermines (at least Tarric) the quest. Pay the Price. Hm. Will need to discuss whatever the price is. Though asking Radagast questions I assume is low-risk so the price should also be pretty low? xD depending on the bad news, maybe it's just Tarric is disheartened or feels chastened. Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 7 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 Tarric Tarric had listened to the conversations along the way without comment. On the subject of the Toft, he felt more in accord with Idunn than Bróin, in that those who had neither offered help nor asked for it deserved none. It sounded as if that place would be out of their current quest's path regardless though, and so he put it from his mind. Landing upon the shore was an impetus to start taking action again. Such was his faith in Radagast that he did not bat an eye at the brown wizard doing reconnaissance on his own. Instead he set to finding the best possible location for the night's camp. Preferably somewhere away from the blasted midges. He slapped at them irritably as he worked. OOC/Mechanics Rolling for Secure an Advantage to find the most advantageous camping spot and start setting it up. Using +wits as this is his experience/expertise and observation performing the task. I think his Wayfinder asset may help here, so adding +1 for that as well. Result: Strong Hit -- Prepare to Act, take +2 momentum, +1 more momentum for the Wayfinder asset. That puts Tarric at 7/10 momentum (updated). Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 4 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 Tarric Rowing was no hardship for the Beorning; nevertheless he found himself lingering over the duty. Traveling by boat was a novelty to Tarric, and much-different from his previous trip to Dol Guldur, which was a kindness. Nor was it unpleasant, at least not at the moment. The day was clear, the weather was fine, the scenery was beautiful to the eye, and his friends and Olwinne were with him. He fell into something of a trance, simply rowing along and enjoying the moment. OOC/Mechanics Per the weak hit in OOC for rowing, -1 momentum (now 4 momentum). Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Out of Character thread
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's OOC
Tarric's Face Danger + Iron for helping row the boat. Result = Weak Hit, -1 momentum -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 5 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 Tarric "A graceful boat," Tarric observed once the wizard had departed for his conference, "But I can't help but worry it doesn't seem to be well suited for, er, sneaking." Olwinne chuckled and shouldered him again. "Radagast knows what he's doing," she chided gently. "I know," Tarric admitted. "Well, usually. Remember that time when..." The pair joined the group loading the vessel with additional supplies. Under Olwinne's organizational eye they endeavored to load things as efficiently and effectively as possible. Having just what was needed in arm's reach could prove essential in an emergency. Seeing things well in hand, Tarric took the opportunity to craft colorful little twig-and-thread talismans to ward against orcs for the entire company and offered them to each companion present in turn. His own was tucked safely into an inner pocket. Olwinne thanked him and tied it onto her braid. OOC/Mechanics Helping load the boat! And hopefully telling amusing tales to keep people's spirits up a bit. Rolling... hm. I think the closest is Secure an Advantage to make sure they're prepared for the journey as best as they can, both physically (supplies) and in heart (keeping spirits up). So I'm thinking +heart. Let's see what the dice say... Okay, Weak Hit. So it helps short-term anyway. +1 Momentum, bringing Tarric up to 5 Momentum. Also, Orc Talismans for the entire company: Strong Hits - Idunn and Cilderic's talismans give them +2 on rolls against Orcs. The talisman is spent if a 1 is rolled on the action die of that roll. Weak Hits - Olwinne and Tarric's talismans give them +1 on rolls against Orcs. The talisman is spent as above. Miss - Everyone else (Bróin, Beran, and Evoric), the talismans have no magical assist for them. Assets Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 4 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 Tarric "I have," Tarric nodded gravely. "In the service of Radagast, and yes, quite some time ago. I find it... difficult to think on directly though. The darkness gathers, and--" he paused, struggling to put it into words that somewhat make sense when spoken out loud. "I feel sometimes it sees me when I try." His hand, still linked with Olwinne's, tightened briefly. "You should know, it is hard to remember that time. Some of what I remember has since been proven false. Some things I do not remember have been found true. Pieces of that time are missing. I will do my best, but I fear my knowledge is... not entirely reliable." "I was not there, on that trip," Olwinne spoke to take some of the burden of words from her husband. "We were not yet wed at that time -- I was still trying to get the oblivious lug to stand still long enough for me to ask." She bumped shoulders with him at the joke that sounded well-worn with repetition. Tarric smiled warmly at the reminder. "But I was one of those that helped bring him back afterward. I can use an axe, and he's survived me patching him up all these years since, so I think I can be useful." "Between Olwinne's axe and my claws, we will seek out Dol Goldur and reveal its secrets," Tarric vowed. "If we discover what truly happened all that time ago, so much the better. Our efforts are committed to this cause." OOC/Mechanics Mostly just setting up links between the past trip to Dol Goldur and Tarric's new Shadow-Walk abilities. I'm intending to flavor them as bits of remembering (or trying to remember) that time, so the shadows are more psychological than physical, most likely. I'm hoping we can twist whatever actually happened back then in whichever way we need it for this story. Will roll to Swear an Iron Vow with heart (rank Extreme) -- rolled below. Got an 8 vs the challenge dice of 3 and 1. Strong Hit. We are emboldened and it is clear what we must do next. +2 Momentum -- now 4/10. Assets Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: Investigate Dol Goldur (Extreme) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Year 2950: Secrets Buried
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's Adventures
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5 Tarric Tarric felt Olwinne's hand squeeze his in reassurance when he did not respond immediately. Indeed, what was he hesitating for? They were packed and ready to go, and scouting was his job. The more dangerous it was, the more duty-bound he was to go, and his experiences in the area near Dol Goldur made him even more uniquely qualified (and obligated) to do so. So, go he would, ominous feeling or not. His wife, however... "I am ready to go, of course. We have had ample time to prepare. But Olwinne, you--" "I am going as well, of course," she spoke matter-of-factly and certain. "You'll not go there again without me." OOC/Mechanics n/a at the moment Assets Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D) -
Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5 Tarric "It is as she says," the Beorning bowed his head at Idunn's news, moved from his own dark thoughts to different ones. "I was one of those companions when we saw the ruins." As the group prepared to part ways, he offered what he could to those who would travel to Gladden. "May good health and fortune follow you, and may we meet again in more comfortable times." OOC/Mechanics n/a Assets Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D)
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5 Tarric "Dol Guldur..." Tarric had grown grimmer as the wizard spoke, and he muttered the name with a feeling of hovering dread. The Necromancer's fortress was an ill-fated place indeed, but he had scouted that area before, long ago. It should be no different now, yet he had this feeling... The Beorning retreated into his thoughts. Olwinne gave him a look of concern and took one broad hand in both of her own. OOC/Mechanics n/a Assets Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D)
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5 Tarric An unremarkable man stepped forth from the crowd. He was much like other Woodmen, perhaps slightly broader, his brown hair and beard a bit less neat. Just about anyone who'd spent more than a day or two in Rhosgobel had at least seen him, though - him, or his fairer counterpart: A tall, strong woman with a thick blonde braid over her shoulder. They'd worked constantly as a team to accommodate (and pacify, if necessary) the various guests of the village during this time. His bear form was perhaps not so well known amongst the newcomers, but it was no secret either. "I'm Tarric, as many of you know, and Rhosgobel is my home. I've defended this place before, and I will do so again," he declared. "I welcome those who would do the same, and I know Radagast will lead us aright." OOC/Mechanics n/a Assets Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚪ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛▦⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚪⚪⚪ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T) Completed Journeys: To Forest Gate (D)
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Out of Character thread
BlueTrillium replied to Vladim's topic in Tales from the Twilight of the Third Age's OOC
@Vladim Hm, I think, let's keep the first one in reserve for now. Perhaps some other NPC will come up that it will fit. Then we can use the second one for Olwinne. The question is which version... hm. I like the sharper edges/texture of the first version, I think, but I'm good with either (e.g. if you prefer the softer/brighter colored one). But if I'm just picking in a vacuum, I'll go with picture 2, version 1, aka this one: