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BlueTrillium

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  1. Bellis Brightcandle, halfling witch - AC 17 | For 8 | Ref 7 | Wil 9 | Per 7 | HP 33/33 | Focus 1/1 Condition Normal | Linna HP 15/15 "Of course, thus the 'judicial placement'," Bellis nodded. "And I would not want to risk burning the very books and people we claim to protect. To be honest," and here he swallowed, looking slightly green about the gills, "while I do enjoy some carefully-targeted property destruction, I must confess I am not exactly practiced at... hurting people." Kael's hand settled on his shoulder and squeezed, though their attention seemingly remained focused on their heel of bread at the moment. Bellis's free hand moved up to cover theirs and his jaw hardened. "Though I can, and have, when the situation called for it." He paused a moment to get his mind back on the present, not noticing Kjersti's own twitch as the conversation continued. The halfling brightened at the mention of Villegre, but the reminder of the 'long walk' caused it to dim. He glanced up at Kael, then Setrona, then down to his hand clasped around the empty mug. "It is a tempting thought," he said at last. "And I am between employment at the moment, but--" "Talk to them, Da," Kael urged suddenly. "Won't hurt. All those smart folks and schoolin', you love visitin' there. An' if that's where the work is, then so be't. Miss Setrona is very kind, an' I like it here, but I'm not ness... nesit... needed, so much. She said there's safe places there," they added with a tilt of the head to Kjersti, "Don't worry for my account." Bellis chuckled and shook his head. "You're right. Let us gather information first, before we try to arrange the future." He looked to Setrona and Kjersti. "It is not as if we are leaving town." OOC n/a Innate Abilities - (1/day) Make your target clumsy - (Focus, rk2) Protect Linna from harm! - (1 action) Less-obvious casting - (2 actions) 1st-Rank - (1/turn) Jog someone's memory - (at will) Find hidden/concealed creatures - (at will) Escape restraints more easily - (at will) Hide behind others - (at will) Hide stuff more easily - (at will) May opt to take 10 on Arcana - (at will) May opt to tweak the effects of certain spells (Telekinetic Hand, Sigil) Prepared Spells Level 3 prepares 5 cantrips, 3 1st-rank, and 2 2nd-rank. Plus 1 extra cantrip from Cantrip Connection with Linna List may change every day with prep. Cantrips: Frostbite Glass Shield Gouging Claw Ignition Message Telekinetic Hand 1st-Rank: Force Barrage Grease Tailwind 2nd-Rank: Blazing Bolt Blazing Bolt Familiar - (from Patron, does not change) Linna provides distraction/flanking while Bellis casts/sustains a Hex - (species innate, does not change) Fly speed 25ft - (may change) Bellis can share Linna's senses - (may change) Can prepare 1 extra cantrip Cantrips Stored - small illusory sound or vision - freeze things solid - weak shield harms the breaker - last resort surprise attack - set things on fire with a snap - mobile ball of light - discreet communication - not just for porcupines - or tweak - tracking assist - or tweak - move things Rank 1 Spells Stored - create breathable air - ward an area - pew pew - slippery - you're someone else now - strengthen ally's weapon - fireworks r us - moar speed - zap Rank 2 Spells Stored - fire rays - May gain additional spells independently of the patron via various activities - If Linna dies, the patron replaces her during the next daily preparations Equipment Personal money -- 17gp in mixed coin - I'm not the one you're looking for - portable Light spell, always on - when regular flames won't do - backup backup weapon, or for eating - writing is important, okay - oops, forgot my key - fix what's broke - helps climbing - tie things up - carry all the stuffs - sturdy, not fancy - helps making things and the remaining - bedroll, flint and steel, 10 chalk, 2 weeks' rations, 5 torches, soap, waterskin
  2. Bellis Brightcandle, halfling witch - AC 17 | For 8 | Ref 7 | Wil 9 | Per 7 | HP 33/33 | Focus 1/1 Condition Normal | Linna HP 15/15 Bellis's face took on a look of surprised amusement when Kjersti bent a knee in front of him. He cautiously accepted the tall woman's hand and gave it a firm shake. His hand fair near disappeared in hers, but in that grasp there was no mistaking that both of them were well-used to hard work. The halfling's smile warmed fractionally at the realization. "Bellis Brightcandle, at your service, Miss Volden. And yes, this is Kael, my apprentice and ward." Kael cautiously nodded a greeting and shrugged, mouth full. The two of them listened closely to Kjersti's proposition, Bellis's brows scrunching together briefly at the wagon metaphor as he processed. Linna fluttered over to them and settled on Kael's shoulder, the owl giving every appearance of listening as well. "I certainly agree; this place and others like it ought to be protected," he said finally. "And not only complaints and grumbles are under threat -- I can't help but think the written word will be endangered soon as well, and that I can not abide. "It seems to me," he continued, "that you are looking for someone willing to help set some, er, judiciously-placed fires under all that smoke. If that is the case, then you have found the right person, as fire is rather a specialty of mine -- though of course I do have other talents. If you have something specific in mind, I am listening." OOC n/a Innate Abilities - (1/day) Make your target clumsy - (Focus, rk2) Protect Linna from harm! - (1 action) Less-obvious casting - (2 actions) 1st-Rank - (1/turn) Jog someone's memory - (at will) Find hidden/concealed creatures - (at will) Escape restraints more easily - (at will) Hide behind others - (at will) Hide stuff more easily - (at will) May opt to take 10 on Arcana - (at will) May opt to tweak the effects of certain spells (Telekinetic Hand, Sigil) Prepared Spells Level 3 prepares 5 cantrips, 3 1st-rank, and 2 2nd-rank. Plus 1 extra cantrip from Cantrip Connection with Linna List may change every day with prep. Cantrips: Frostbite Glass Shield Gouging Claw Ignition Message Telekinetic Hand 1st-Rank: Force Barrage Grease Tailwind 2nd-Rank: Blazing Bolt Blazing Bolt Familiar - (from Patron, does not change) Linna provides distraction/flanking while Bellis casts/sustains a Hex - (species innate, does not change) Fly speed 25ft - (may change) Bellis can share Linna's senses - (may change) Can prepare 1 extra cantrip Cantrips Stored - small illusory sound or vision - freeze things solid - weak shield harms the breaker - last resort surprise attack - set things on fire with a snap - mobile ball of light - discreet communication - not just for porcupines - or tweak - tracking assist - or tweak - move things Rank 1 Spells Stored - create breathable air - ward an area - pew pew - slippery - you're someone else now - strengthen ally's weapon - fireworks r us - moar speed - zap Rank 2 Spells Stored - fire rays - May gain additional spells independently of the patron via various activities - If Linna dies, the patron replaces her during the next daily preparations Equipment Personal money -- 17gp in mixed coin - I'm not the one you're looking for - portable Light spell, always on - when regular flames won't do - backup backup weapon, or for eating - writing is important, okay - oops, forgot my key - fix what's broke - helps climbing - tie things up - carry all the stuffs - sturdy, not fancy - helps making things and the remaining - bedroll, flint and steel, 10 chalk, 2 weeks' rations, 5 torches, soap, waterskin
  3. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 3 (10/2) | Health: 4 | Spirit: 3 | Supply: 3 Tarric It was a long journey home, Tarric anxiously watching their backtrail and checking the shadows nearly every moment. The discovery of more evidence of a traitor, old information or not, certainly did not help, sending his mind down increasingly darker paths of worry and speculation. But over time, what did help was speaking with his companions. Time and again Radagast sought him out, helping him, both alone and with Olwinne, to talk through his fears and the events of Dol Guldur. Gradually he at least was not looking over his shoulder every other moment. Getting back home, being able to rest in his own home, helped even further. He and Olwinne opened their home to those who needed it, and frequently invited the others for dinner. Things might not be wholly stress-free and back to normal, especially with the possibility of searching out the traitor looming on the horizon, but for now... for now life was good again. OOC/Mechanics Advance - let's spend 2xp to increase his Talisman asset so he can make general talismans. 1xp left banked for later. Let's try a Sojourn upon getting back to clear that Shaken status... got a bond with Rhosgobel to add to that -- Weak Hit. Tarric (and allies if they want) choose 1 result, +1 more result for bond. Tarric will Hearten, clearing his Shaken debility and +1 spirit. Then for the second choice Consort for +2 more spirit. And then Forge a Bond with Radagast -- Strong Hit. Add to bond track and take +2 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: 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 Bond 6: Radagast Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚫⚫◍ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F), Investigate Dol Guldur (E) 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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  4. Bellis Brightcandle, halfling witch - AC 17 | For 8 | Ref 7 | Wil 9 | Per 7 | HP 33/33 | Focus 1/1 Condition Normal | Linna HP 15/15 "And how, precisely, would you make me pay my tab if I did not 'sing out' to help you locate me? Particularly if I was not here after all, and therefore in fact could not do so?" a warm baritone voice posed rhetorically. "Setting aside the question of whether I even have a tab to settle, of course." The halfling man scooted to the edge of the booth and hopped down to the floor. In one calloused hand he held a small mug of his own, though it was empty. The other hand was raised in exaggerated surrender to Setrona's wrathful gaze, though his raised eyebrows betrayed a laughing glint. "As for hearing anything -- other than that appalling slander labeling me a troublemaker of course -- well. I heard as much or as little as you prefer, madam. I am hardly likely to jeopardize --" "Da, you should've come and got me," a new voice interrupted. A waiflike pre-teen elf entered from the back room, heel of leftover bread in-hand in the process of being devoured. They were twice the man's height (though still considerably shorter than Kjersti) and clearly did not share the blood-relation the word 'da' implied. Just as clearly, that mattered not at all as they shared a quick hug (the elfling's arm around his shoulders, his arm around their legs). "I'd've lifted my feet quicker. Didn't realize it's got so late." Mismatched eyes -- dark brown and a shocking blue -- studied the remaining company. "Begging pardon, Miss Setrona." The soft voice belied the cheeky grin as another bite of the bread-heel disappeared. Bellis cleared his throat gently and his curious gaze flickered to Kjersti and back. "Not to misdirect the conversation, but, would you like to introduce us to your companion? Or should we be going, so that you may resume any conversation in which you may or may not have been engaged?" OOC n/a Innate Abilities - (1/day) Make your target clumsy - (Focus, rk2) Protect Linna from harm! - (1 action) Less-obvious casting - (2 actions) 1st-Rank - (1/turn) Jog someone's memory - (at will) Find hidden/concealed creatures - (at will) Escape restraints more easily - (at will) Hide behind others - (at will) Hide stuff more easily - (at will) May opt to take 10 on Arcana - (at will) May opt to tweak the effects of certain spells (Telekinetic Hand, Sigil) Prepared Spells Level 3 prepares 5 cantrips, 3 1st-rank, and 2 2nd-rank. Plus 1 extra cantrip from Cantrip Connection with Linna List may change every day with prep. Cantrips: Frostbite Glass Shield Gouging Claw Ignition Message Telekinetic Hand 1st-Rank: Force Barrage Grease Tailwind 2nd-Rank: Blazing Bolt Blazing Bolt Familiar - (from Patron, does not change) Linna provides distraction/flanking while Bellis casts/sustains a Hex - (species innate, does not change) Fly speed 25ft - (may change) Bellis can share Linna's senses - (may change) Can prepare 1 extra cantrip Cantrips Stored - small illusory sound or vision - freeze things solid - weak shield harms the breaker - last resort surprise attack - set things on fire with a snap - mobile ball of light - discreet communication - not just for porcupines - or tweak - tracking assist - or tweak - move things Rank 1 Spells Stored - create breathable air - ward an area - pew pew - slippery - you're someone else now - strengthen ally's weapon - fireworks r us - moar speed - zap Rank 2 Spells Stored - fire rays - May gain additional spells independently of the patron via various activities - If Linna dies, the patron replaces her during the next daily preparations Equipment Personal money -- 17gp in mixed coin - I'm not the one you're looking for - portable Light spell, always on - when regular flames won't do - backup backup weapon, or for eating - writing is important, okay - oops, forgot my key - fix what's broke - helps climbing - tie things up - carry all the stuffs - sturdy, not fancy - helps making things and the remaining - bedroll, flint and steel, 10 chalk, 2 weeks' rations, 5 torches, soap, waterskin
  5. (regarding 60% fail comment) Oh, I hadn't even been thinking of Tarric specifically, I was just thinking back to some Ironsworn stats I generated once upon a time for fun, to see if different ability spreads would give different results. And admittedly, I was mentally including Weak Hits as fails, since they usually have some negative results attached, especially thanks to my tendency to torment my characters. I couldn't find my previous worksheet, but now I'm curious again so I went back and did some partial maths again if you have any interest -- -- but basically, even using a stat with +3, you'll only Strong Hit 33% of the time (and Weak Hit 44% heh). Interestingly, if you wanted a character that would Strong Hit at least 50% of the time in their chosen stat, they'd need a +5 on that stat. So what this is actually telling me is that I need to ease up a bit on the Weak Hit punishments, heh. No real meaning or intention with the figures there, I just enjoy messing around with numbers when they're provided. xDD I think all in all, Ironsworn picked a good range for their standard stats. --------------------- Anyway! Of the ideas listed above I think I'd be most interested in #4 or #5, though given the grim sound of #4, perhaps if we went that route we'd need to make up some characters/location we're less attached to, heh. (e.g. not Olwinne dying, nooooooo). But yeah whether we help Rhosgobel or one of the other Woodmen towns recover after various events, or build up some place new (refugee town, new fortified staging point against whatever is coming for Laketown, etc), could be interesting.
  6. I'll echo Maester, I think you did a great job of integrating One Ring/LOTR and Ironsworn elements! I like Ironsworn generally as a system, very simple to use and pick up, but man that 60% fail rate on the dice even with our best stat, lol. Though it's mostly tough because it's hard to dial back on our own characters, I think. xDD At any rate I can see why you might want to try a different system. I'm cautious about that but I guess it would depend what the new system might be/how accessible (and free, lol) it is. RL has gotten more complicated lately so I would not be averse to a bit of break while things are figured out. But I could certainly chime in with various two-cents here and there, wherever you wanted input (to the best of my ability, not being a LOTR expert, etc xD)
  7. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 1 (10/2) | Health: 4 | Spirit: 0 | Supply: 3 Tarric - Shaken It wasn't real, not real... He tried to assure himself when the spear clanked on nothing. The tendrils were suddenly gone, and he was... where? Not far, fortunately, since he could still hear the others. And also fortunately, evidently his shout hadn't been real either. Imagine the shame if he had called out so uselessly, pitifully, a second time...! Radagast's company did not need a coward dragging them this way and that with false alarms. This scroll, though... that was real, and felt important. He tucked it securely inside his tunic. And the dead man -- man, not orc -- that was real, too. And worrisome. Tarric was just bending down to inspect the body when Olwinne found him. He turned at her gasp, the fear crawling his spine again -- and saw the shadow. Not tendrils this time, but a creature... he glanced at his wife, the most steadfast woman he knew -- and she saw it too. This time, it wasn't an hallucination. This time, his shouts must be heard. "Go, go, go!" Corpse forgotten, the Beorning ran, urging Olwinne ahead of him in the direction of the others from whence she had come. "This we cannot fight! We must run! Warn them!" OOC/Mechanics Running back to warn the others! 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: 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), Investigate Dol Guldur (E) 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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  8. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 1 (10/2) | Health: 4 | Spirit: 0 | Supply: 3 Tarric - Shaken Tarric hung back in faint shame at his yelp and the concern of his companions. The other orc, already dying, had barely glanced him before passing on - yet he had called out like some green youngling. It was a relief when the group's attention turned to Idunn and Bróin's discoveries. He poked around in the scrolls, but everything seemed more of the same. Even Olwinne, with her calm and steadfast search, had found something significant now, he saw. The Beorning moved close and looked over his wife's shoulder. What such a detailed map could mean, he didn't know. But it meant something, and given the location, it was nothing good for Lake-town. It reminded him yet again that there were more fates at stake here than their own. True, the Lake-town map was old, but it was accurate. What other plans or maps of such unnerving detail might they find? Was there some other threat that yet remained? If more information was here, he would find it. Or -- he took a deep breath and steeled himself as he looked at the disorganized mess of scrolls -- at least, he would try his best. ~~~ There was something... something here. Tarric bent to pick it up. Strange... But suddenly a half-familiar feeling overcame him. The shadows pressed close, so close he could hardly breathe. Were they coming from the clue? From the walls? His eyes went wide and he gulped air, trying to convince himself it was nothing, that he was just seeing things (again). It was nothing... nothing... But no. There! A tendril was reaching for Idunn! And another snaked along the ground, reaching for Olwinne... More and more... "No," he gasped, then louder -- "No! Radagast, look! Flee!!" Still grasping his find, he scrambled back and away, swiping desperately at the shadows with his spear. OOC/Mechanics Updated latest progress on Investigate Dol Guldur (now 6). Roll to Fulfill Your Vow on Investigate Dol Guldur vs our Progress... Weak Hit. Vow is complete (mark 3 experience and move the vow to completed). One more clue is discovered before we are forced to flee. I'm kinda treating this also as maybe some of Tarric's reaction to the double-10s miss a bit ago. xD Now, whether anyone besides himself can actually see the shadows... I'll leave that up to question. 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: 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), Investigate Dol Guldur (E) 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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  9. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 1 (10/2) | Health: 4 | Spirit: 0 | Supply: 3 Tarric - Shaken Searching. Right, that's why they were here. Clues and information... The possibly-elven-slain orc Bróin had found was... a curiosity. But here, the walls were more alive - albeit a malevolent life - than the corpse. Tarric wavered, torn between seeking out the sparse rays of light from the windows, and shrinking from them. Nevertheless, he had a job to do, and he clung to that imperative as he attempted to use the rays to guide his search. On the edge of the shadows, Tarric noticed another dark, still form on the ground. Another body? He moved forward to examine it - only to feel a shock of pain accompanying a sudden shift from the shrouded creature as soon as he bent to examine it closer, still half-blinded from the darkness between the trickles of light. He couldn't help a cry and fell back in startled dismay. OOC/Mechanics Updated latest progress on Investigate Dol Guldur. Gather Information + wits for the first search... Miss. Updated failure track. Unearths a threat or reveals a dire/unwelcome/contradictory truth. Hmm. Perhaps another 'corpse', but this one not quite dead, and catches him offguard? (harm?) Endure Harm + health - suffer -1 health (now 4) - Miss. -1 momentum as well (now 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 Guldur (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), Secure Hospitality (F) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  10. Kael - apprentice, ward, foster-child/sibling original image credit they/them, generally androgynous elf-changeling (blue eye for Brine May - sea hag) blep
  11. Familiar infos Linna - Elf owl - tiny, maybe 6 inches long (13-inch wingspan), weighs a bit less than a golf ball Eats bugs and small vermin, including things like spiders, roaches, scorpions, small snakes, mice, etc. prob will link other owl info sites too image from Familiar - Bellis gains the feat, but with extra abilities/differences due to being a familiar. It is a Tiny creature (owl) Minion trait - it gains 2 actions during Bellis's turn if he uses an Action to Command it. Cannot make Strikes Level = Bellis's level = 3 HP = 5 per level = 15 AC and Saves = Bellis's AC and saves = AC 17, Fort 8, Ref 7, Will 9 Perception, Acrobatics, and Stealth = Bellis INT mod + Bellis level = 4 + 3 = 7 All other skills = Bellis level = 3 Cannot benefit from item bonuses Has Low-Light vision (may gain other senses from pet abilities) Speed = 25ft Can communicate with Bellis empathically (with emotions) within a mile As a familiar, *each day* may prep 3 regular master/familiar abilities, plus the ability from the Patron (above in Character post) if any abilities are built-in to the familiar (e.g. Owls can Fly), it must be one of the choices. familiar gains additional abilities at levels 6, 12, and 18. Familiar acts as spellbook - Bellis communes with them for 10 minutes each day to prep spells. Familiar starts out knowing 10 cantrips, 5 1st-rank spells, and 1 more spell from Patron (above in Character post) Familiar gains 2 spells each time Bellis gains a level - the new spells can be any rank Bellis has 'slots' for. Familiar may also learn spells independently of the Patron Learning Spells: Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the Learn a Spell exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. Undying - If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Chosen (currently) - Familiar of Flowing Script (from Patron, above, won't change) (innate, so this one won't change) - Fly Speed 25ft Spells known currently - need to replace 1 cantrip below with - for use with Spell Trickster. Probably Illuminate, despite the cool ideas it gives me, since I already have Light (though I'd meant them for different use cases). xD cantrip cantrip cantrip cantrip cantrip cantrip cantrip cantrip cantrip cantrip cantrip Bellis has innate cantrip - from Arcane Sense skill feat Patron spell 1st-rank 1st-rank 1st-rank 1st-rank 1st-rank 1st-rank 1st-rank 1st-rank 2nd-rank Note the difference in , especially between burst vs emanation
  12. Building Bellis here (so people can follow/double-check my work, as needed). Bellis Brightcandle - - currently level 3 original img credit Stat Mods (all 0 to start, build from there): STR -1 = -1 from Halfling flaw DEX 2 = 1 from Halfling + 1 from Lvl1 boost CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost WIS 2 = 1 from Halfling + 1 from Lvl1 boost CHA 1 = 1 from Lvl3 boost HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch Saves: Fortitude (Trained) Reflex (Trained) Will (Expert) Perception (Trained) Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows) cantrips = Frostbite, Glass Shield, Gouging Claw, Ignition, Message, Telekinetic Hand 1st rank = Force Barrage, Grease, Tailwind 2nd rank = Blazing Bolt, Blazing Bolt Proficiencies Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC Skills (trained or higher): Acrobatics (Trained) - from ancestry feat Halfling Lore Stealth (Trained) - from ancestry feat Halfling Lore Lore (Halfling) (Expert) - from ancestry feat Halfling Lore, Additional Lore feat, lvl3 Additional Lore Lore (Underworld) (Trained) - from background Prisoner Thievery (Trained) - from background Prisoner Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase Occultism (Trained) - from witch extra skills Deception (Trained) - from witch extra skills Crafting (Trained) - from witch extra skills Survival (Trained) - from witch extra skills Performance (Trained) - from witch extra skills Medicine (Trained) - from witch extra skills Society (Trained) - from witch extra skills ---------------------------- Construction and references below this line ----------------------------- - no legacy content (or minimal) 1 - Ancestry - Humanoid and Halfling tags Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR Languages Common, Halfling, and INT-mod additional (4 more languages -- let's go Elven since Kael is part-elf, Diabolic (aka Infernal) since that seems like it'd be common in Kintargo, and then... hm Dwarven, and Fey (aka Sylvan) seem useful for trying to cover various language bases for reading and writing docs) Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. 2 - Heritage - Can never take the Halfling Luck feat Instead gain the action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute. 3 - Ancestry Feat - Trained proficiency in Acrobatics and Stealth Gain the feat for the skill Lore (Halfling) Trained proficiency in Lore (Halfling) At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary) Gain additional ancestry feats at levels 5, 9, 13, and 17. 4 - We are using , which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3) extra character creation ancestry feat - - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead. extra level 3 ancestry feat - - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action. 5 - Background - Boost STR or CON (took CON) Boost of choice (took INT) Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead. Gained feat You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. 6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS With , get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set. Set 1, levels 2 (CON), 3 (CHA), 4, 5 Set 2, levels 7, 8, 9, 10 Set 3, levels 12, 13, 14, 15 Set 4, levels 17, 18, 19, 20 7 - Class - Key attribute boost - INT HP - add 6 + CON mod per level Trained in Perception, Fortitude, and Reflex Expert in Will Trained in skill from Patron (see 8 below) Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society Trained in Simple Weapons and Unarmed Attacks Trained in Unarmored Defense (untrained in all armor) Trained in Witch Class DC, spell attack modifier, and spell DC Gain a Patron (see 8 below) Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below) Gain a Familiar (see Familiar post below) Gain a Hex focus spell, and a Focus pool of 1 point - the hex Gain a Hex cantrip from patron (again see 8 below) Level 2 - Level 2 - Level 3 - Level 3 skill increase - Arcana (expert) 8 - Patron - Use the Arcane spell list Patron skill is Arcana Gain Patron Hex cantrip - Familiar gains additional spell - Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect. 9 - - extra class feat (must be feat) at level 2 and every even level thereafter. level 2 archetype feat - I think dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take , and probably , among other things. xD) - did that (for now) For the two spell modifications we get to choose at dedication, let's go... (mods Telekinetic Hand) (mods Sigil) 10 - Equipment - Per the , as a character starting at level 3, Bellis gets 1 2nd-Rank and 2 1st-Rank 'common permanent' items plus 25gp to start. (or if we don't want the items, then a lump 75gp to start, but I'll prob do the items). For the 2nd-rank item, perhaps the For the 1st-rank items... maybe an and ? The is also interesting, mostly in that it brings up some major questions about his own 'tracing sigil' modification from spell trickster... hrm. then buying stuff with the 25gp left... 10 bulk L = 1 bulk, Bellis can carry up to 4 bulk before he's encumbered. will need a I think (3gp) maybe start from the sample ... do material component pouches still exist in non-legacy/are they still needed? (1gp, 5sp, bulk 1 altogether, except backpack negates bulk) - includes backpack, bedroll, 10 chalk, flint & steel, 50ft rope, 2wk rations, soap, 5 torches, waterskin - 1sp, bulk -- (if worn) negates first 2 bulk loaded in, contains 4 bulk - 2cp, bulk L - 1cp, bulk -- - 5cp, bulk -- - 5sp, bulk L - 4sp, bulk L (so 2wks is 8sp, and 2 bulk L) - 2cp, bulk -- - 1cp, bulk L (so 5 torch is 5cp, and 5 bulk L) - 5cp, bulk L (1sp, bulk L) (2sp, bulk L) - backup backup weapon, probably more likely to use for eating (1gp, bulk --) - maybe? (12gp, bulk 4) - might be cool to get eventually but prob not right now (1gp, bulk 2) - maybe? Though I doubt he carries it around... (2gp, bulk 1) - would allow him to repair things with his crafting skill (1sp, bulk L) - would give him formulas for level-0 common items (1gp, bulk L) - all the stuffs for writing (1sp, bulk L) - might be useful? (4gp, bulk 2) - in order to make stuff? But what kind of kit? Maybe not yet... So moneywise, that's 25gp - 1.5gp (adventurer pack) - 3gp (thieves' toolkit) - 2gp (repair toolkit) - 1gp (writing set) - 0.5gp (clothing, dagger, crafter book, grappling hook) = 25gp - 8gp = 17gp left in reserve
  13. Reserved for character info/backstory/personality stuffs
  14. Reserved for posting template(s) and maybe some quick reference (token images etc) Bellis Brightcandle, halfling witch - AC 17 | For 8 | Ref 7 | Wil 9 | Per 7 | HP 33/33 | Focus 1/1 Condition Normal | Linna HP 15/15 post text stuffs OOC ooc notes Innate Abilities - (1/day) Make your target clumsy - (Focus, rk2) Protect Linna from harm! - (1 action) Less-obvious casting - (2 actions) 1st-Rank - (1/turn) Jog someone's memory - (at will) Find hidden/concealed creatures - (at will) Escape restraints more easily - (at will) Hide behind others - (at will) Hide stuff more easily - (at will) May opt to take 10 on Arcana - (at will) May opt to tweak the effects of certain spells (Telekinetic Hand, Sigil) Prepared Spells Level 3 prepares 5 cantrips, 3 1st-rank, and 2 2nd-rank. Plus 1 extra cantrip from Cantrip Connection with Linna List may change every day with prep. Cantrips: Frostbite Glass Shield Gouging Claw Ignition Message Telekinetic Hand 1st-Rank: Force Barrage Grease Tailwind 2nd-Rank: Blazing Bolt Blazing Bolt Familiar - (from Patron, does not change) Linna provides distraction/flanking while Bellis casts/sustains a Hex - (species innate, does not change) Fly speed 25ft - (may change) Bellis can share Linna's senses - (may change) Can prepare 1 extra cantrip Cantrips Stored - small illusory sound or vision - freeze things solid - weak shield harms the breaker - last resort surprise attack - set things on fire with a snap - mobile ball of light - discreet communication - not just for porcupines - or tweak - tracking assist - or tweak - move things Rank 1 Spells Stored - create breathable air - ward an area - pew pew - slippery - you're someone else now - strengthen ally's weapon - fireworks r us - moar speed - zap Rank 2 Spells Stored - fire rays - May gain additional spells independently of the patron via various activities - If Linna dies, the patron replaces her during the next daily preparations Equipment Personal money -- 17gp in mixed coin - I'm not the one you're looking for - portable Light spell, always on - when regular flames won't do - backup backup weapon, or for eating - writing is important, okay - oops, forgot my key - fix what's broke - helps climbing - tie things up - carry all the stuffs - sturdy, not fancy - helps making things and the remaining - bedroll, flint and steel, 10 chalk, 2 weeks' rations, 5 torches, soap, waterskin in case I need to post something with them... Kael Brightcandle, elf-changeling post text stuffs OOC ooc notes Character Tokens Bellis Brightcandle Age 32 Height 2'7" Weight 23lbs Linna (familiar) Length 6" head-to-tail Wingspan 13" Weight 1.5oz (0.09lb) Kael (ward/apprentice) Age 12 Height 5'0" Weight 77lbs
  15. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 2 (10/2) | Health: 5 | Spirit: 0 | Supply: 3 Tarric - Shaken Tarric paid scant attention to their progress and any conversation as the group continued. He put one foot in front of the other readily enough, and his spear did not waver from readiness, but his attention skittered to and fro. His breath spiked often, as again and again he thought he saw something, glimpsed at the corner of his eye, but it was always, always gone when he looked at it fully. When they paused to investigate the orcs, the Beorning stood dully, only the barest flicker of anger and concern at the discovery of the coins, swiftly quelled. Whatever they signified, it was not here, and here and now was all that he could handle at the moment. Then they moved on. The gate, the doors... those did not escape his notice, and even before Radagast's warning he shrank back from them shamefully, keeping as much distance from the runed material as he could. The garden was even worse. Though ordinarily his heart would have gone out to the pitiful remnants of once-magnificent trees, now instead it shrank from those awful avian sentinels... He could have sworn the nearest turned its head to look at him. Tarric made sure to keep himself between that one and Olwinne. OOC/Mechanics Updated latest progress on Investigate Dol Guldur. Face Danger + heart for the garden... Weak Hit. Let's go -1 momentum, now 2. 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 Guldur (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), Secure Hospitality (F) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  16. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 3 (10/2) | Health: 5 | Spirit: 0 | Supply: 3 Tarric - Shaken It felt like forever lost in the shadows, but was probably only a few moments -- Idunn's words, the nudge of the spear against his hand, slowly led him back to himself. Tarric shook his head trying to clear it, once, twice. It didn't entirely work. The shadows still threaded his mind, murmuring to him. But at least he could see again. And, although he was several shades paler under his weathered tan, he was able to give Idunn a shaky nod. He pressed the butt of the spear to the ground and used it to help lever himself back to his feet. Unsteady at first, in a few more moments he was able to steady himself and take his weight off the spear so he could hold it properly. "Right." He nodded again and tried to breathe deeply. "Right. Let's go." OOC/Mechanics Updated Momentum from Idunn's Aid your Ally (now 4). And the Face Danger + heart for crossing the bridge - Weak Hit. He'll do the -1 momentum as well (back to 3). 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 Guldur (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), Secure Hospitality (F) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  17. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 3 (10/2) | Health: 5 | Spirit: 0 | Supply: 3 Tarric - Shaken "Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here. For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will for the benefit of the party. If he could. Tarric took a deep breath and pulled on the elusive memories. The shadows seemed to gather around him, blocking his vision. Screams, cruel laughter, all the terror and despair from his nightmares beat upon him, crumbling his resistance, and buried him until he could no longer see or hear the others around him. His spear fell to the ground. Clutching both hands to his head, Tarric slowly sank to his knees, mouth open in a silent scream of his own. OOC/Mechanics Updated Investigate Dol Guldur progress per Idunn's post (now 3/10). Gonna try a Shadow Walk to prep for what's ahead -- Weak Hit, so he has earned a future re-roll on an ambush, hide, or sneak move. However, the shadows try to lead him astray, so... Face Danger to deal with the shadows -- Miss, despite a really nice roll. I think the most logical thing here is his Spirit drops again. So -1 Spirit (now 0 again) and Endure Stress. (update Failure track, now 6/10) Endure Stress -- Miss. And double-10s against him, too. This could be troublesome. -1 Momentum (now 3) and since his Spirit is at 0, he is now Shaken. He cannot regain Spirit until he clears the debility. Update Failure track, now 6.25/10. For the double-10s... Ask the Oracle for ideas -- 21 - "a secret alliance is revealed". Alternatively by swapping numbers 12 gives us "a trap is sprung". There's a few things we could do with that... most likely something about calling the shadows to him either alerts something in Dol Guldur to his presence or triggers some other physical or mental trap for him (if 'alliance' perhaps the enemy can use him somehow - see through his eyes, or try to control some of his actions or something). 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 Guldur (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), Secure Hospitality (F) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  18. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 4 (10/2) | Health: 5 | Spirit: 1 | Supply: 3 Tarric In the morning, things looked... well they didn't look better, but... they didn't look worse either. He hadn't drowned in shadow overnight, and he hadn't fallen into numbness again. Not yet at least. Dol Guldur had to be close. And maybe, just maybe, their path and persistence could wring some measure of surprise from whatever dwelled there. Tarric firmed his resolve as he helped the others strike camp and make ready to move on once more. It was time to go. OOC/Mechanics Locate Your Objective on the Fortified Shadowfen Delve vs 10 progress - Strong Hit. Delve complete successfully, and in our favor! If nobody objects, I'll do the +1 momentum from this. (now 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 Guldur (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), Secure Hospitality (F) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  19. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 3 (10/2) | Health: 5 | Spirit: 1 | Supply: 3 Tarric Very little seemed able to break through the unrelenting numbness of the journey, but eventually, even that wore thin. He could not let his companions bear all the burden of finding the path or locating places to rest. He could not become a burden, himself. He would not. Gradually, Tarric was able to look about himself more. He was even able to forget their situation enough to watch Radagast's black butterflies with a flicker of wonder - both at the brown wizard's skill at finding friends in any sort of nature, even this, and the insects' own unusual appearance. And then another stroke of luck, with Bróin's locating of a place to camp. Things were still grim - they could not be otherwise, in the shadow of Dol Guldur - but... perhaps not quite everything was against them. He would need to try harder. For the others, if not for himself. The next time Olwinne glanced his way to check on him, he managed a ghost of a smile for her. OOC/Mechanics Updated Fortified Shadowfen progress per Idunn's post earlier (or should it be 10/10 now, thanks to Bróin's move?) Picking the Make Camp options for Tarric -- Relax for sure (+1 Spirit, now 1) and then... hmm. Yeah, let's go Recuperate (+1 Health, now 5). 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 Guldur (Extreme) ⬛⬛▥⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛⬛▩⬜⬜⬜⬜ Delve: Fortified Shadowfen (Dangerous) ⬛⬛⬛⬛⬛⬛⬛⬛⬜⬜ 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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T)
  20. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 3 (10/2) | Health: 4 | Spirit: 0 | Supply: 3 Tarric Fleeing from the undead was sufficient motivation to get the group moving quickly, for a time, but once they were no longer a factor, Tarric found himself falling back in to the grip of his dream again, his only consolation the fact that his companions were still beside him, and not being pulled down. As the tedious, strenuous slogging continued though, his mood sunk lower and lower. It was all he could do to continue putting one muddy foot in front of the other. Responding to anyone - if he even managed to hear them in the first place - was a monumental effort, and most of the time it was an effort he couldn't find the strength to muster. Not even Olwinne's concerned glances or Bróin's laugh with Vara could stir him into any semblance of optimism in the face of all this. He could continue, he would continue, because that was his duty and because the group needed him. But that was all he could manage at the moment. The Beorning was just... numb. OOC/Mechanics Updated Fortified Shadowfen progress per Idunn's post earlier. Rolled for trap - Option 1. I chose Stress, since Tarric's already so sunk in despair here. Updated -2 Spirit to exactly 0 so no additional momentum loss. Endure Stress + heart - Weak Hit. He presses on... for now. 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 Guldur (Extreme) ⬛⬛▥⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛⬛▩⬜⬜⬜⬜ Delve: Fortified Shadowfen (Dangerous) ⬛⬛⬛⬛⬛⬛⬜⬜⬜⬜ 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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T)
  21. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 3 (10/2) | Health: 4 | Spirit: 2 | Supply: 3 Tarric Tarric could only shake his head mutely at Idunn's question about dreams that morning. But it was not a negative answer, by far. He simply could not bring himself to speak. He ate almost nothing, pressing his portion upon the others instead. Vara, Uthred, everyone needed it more than him. And when they moved on, his feet followed blindly where the group led, but his mind only remembered... This place... He felt the cold fingers stretching out across the sky, rooted in Dol Guldur. They had insinuated into his dreams, laughing in their soundless way against his simple nightmares of drowning in endless muck, and twisting them into round after endless round of seeing the muck drag down his companions, one after the other, while he could do nothing to help. Again and again they had struggled, reaching for him, calling for help, and he could not answer, could not move. Could not even trade places with them, for what little good it might do. He could only watch as their hope, their faith in him, dulled and died as the swamp closed over their faces. But that was not the end, oh no. Once everyone had suffered and gone, down to the smallest squawks from Vara and the last gold strands of Olwinne's hair... they lifted again. Up, out of the mire, eyes dead and blank and staring, and reaching for him. The shouts of Idunn and Radagast at first just seemed more of the same, but then with a start they penetrated. The Beorning blinked as his dreams cleared away -- only to find reality nearly mirrored it. The shock slowed his reactions, but he was nevertheless set to fight or flee as needed only a beat behind the rest. OOC/Mechanics Update Investigate Dol Guldur progress per Idunn's post earlier and updated new Delve. Face Danger + heart vs nightmares -- Miss with Match. Very not good. Updated Tarric's failure track - now 5.5/10. Since even a weak hit would've been -1 spirit, let's go -2 spirit for the full-on Miss (spirit now 3/5). Endure Stress + heart -- Miss. -1 momentum as well, now 3/10 momentum. Updated Tarric's failure track again - now 5.75/10. Face Danger + heart vs the undead's sudden appearance -- Weak Hit. -1 more stress, spirit now 2/5. Endure Stress + heart -- Weak Hit. Press on. 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 Guldur (Extreme) ⬛⬛▥⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛⬛▩⬜⬜⬜⬜ Delve: Fortified Shadowfen (Dangerous) ⬛⬛⬜⬜⬜⬜⬜⬜⬜⬜ 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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T)
  22. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 4 (10/2) | Health: 4 | Spirit: 5 | Supply: 3 Tarric The mud was smelly and weighed down his fur uncomfortably. And while the area was more open here, it was still difficult to navigate stealthily when one's feet sank deeply into the ground at any step -- deeper, if one was careless. And so it was - with Vara overhead to also bait and distract, Tarric approached the party of orcs as stealthily as he could, but it was of little use. The orc he was attempting to lure away noticed him sooner than anticipated and called out to its allies, starting the chase early. The transformed Beorning gave up stealth and roared defiance, rising upright and swiping threateningly before dashing off towards the pre-assigned ambush spot only moments ahead of the orcish pursuit. The treacherous footing betrayed him halfway there, one leg sinking into the slop nearly to his belly. He struggled to pull free -- just in time for the leading foe to reach him and strike with its weapon, opening up a fresh slash along one flank. Only Vara's timely contribution distracted the rest of the band long enough for Tarric to wrest himself free and complete his mission -- setting off the trap. Just as he reached the appointed area, Bear-Tarric swerved aside to expose the orcs to his allies' line of fire and set himself, claws out, ready to fight. The orcs cried out at the sight of the Woodmen and the sudden flight of arrows in their midst, and readied themselves, but the battle was joined. The berserker threw himself upon his erstwhile attacker and viciously returned the favor. OOC/Mechanics The results of his Pay the Price and participating in the ambush! 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 Guldur (Extreme) ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛⬛▥⬜⬜⬜⬜ Delve: Haunted Tanglewood (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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
  23. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 4 (10/2) | Health: 4 | Spirit: 5 | Supply: 3 Tarric As soon as the option was put forth, Tarric knew his preferred choice and stated as such -- running would only ensure orcs both ahead and behind them, surrounding themselves with foes. Hiding, even if successful, would leave the orcs on alert that someone had been in their territory. Thus, their best chance was -- "Ambush," he said decisively. "It's the only option that gives us a chance at the best outcome of Dol Guldur remaining unaware of our presence, at least a bit longer." He outlined his idea - his bear self and any chosen companions would try to camouflage themselves with muck, to blend better with the environment, then endeavor to pick off any orc stragglers that ventured too far from the main group for as long as possible. Then, when the orcs inevitably became aware, the baiters would lead their foe on a chase to an advantageous spot where the remainder of the group could ambush, trap, and - if fortune was with them - take down the rest. His own course already chosen, Tarric gave Olwinne a quick embrace and then moved aside to shift to bear and begin disguising himself. OOC/Mechanics Updated Delve progress per Idunn's post. Gonna attempt Aid your Ally for Idunn's Battle roll, with Secure an Advantage + shadow for his disguise & bait tactics/plan... well that's a Miss, and neither talisman nor shadow walk will change that. Updated Tarric's failure track to 5/10. Pay the Price for the miss for Tarric -- perhaps the orcs get a lucky hit in on him as he tries to lead them into ambush/Idunn's Battle move. -1 Health, now 4/5 Health. And Endure Harm... Miss again. Another update on Tarric's failure track, now 5.25/10, and -1 momentum, now 4/10. 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 Guldur (Extreme) ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛⬛▥⬜⬜⬜⬜ Delve: Haunted Tanglewood (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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
  24. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 5 (10/2) | Health: 5 | Spirit: 5 | Supply: 3 Tarric The lifting of the gloom lifted spirits as well, and between that and the guidance of Radagast's flock, Tarric felt no need to remain in bear form for now. He walked instead with the group, taking it in turn to check in with each companion and all of the Woodmen. It felt good to no longer be smothered inside his own thoughts for a while. The immense tree was a wonder, standing tall despite the forces against it. Not even the unfortunate loss of supplies could dim it. Dol Guldur loomed ahead -- yes, and it still shot cold through his bones to think of it -- but for now at least, he could push it out of his immediate thoughts. OOC/Mechanics Updated Supply to 3/5 per Bróin's move. For Idunn's Make Camp, took Recuperate (health now up to 5/5) and Focus (momentum now up to 5 as well). 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 Guldur (Extreme) ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛▩⬜⬜⬜⬜⬜ Delve: Haunted Tanglewood (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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
  25. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 4 (10/2) | Health: 4 | Spirit: 5 | Supply: 5 Tarric Camp that evening was the closest to the camaraderie of home that Tarric could draw up from recent memory. With the wistful aura of the ruins surrounding them, happier tales, a song or two, and jokes were told around the camp as they shared a meal. The Beorning made sure to check in on each of the companions - some words here, a pat on the shoulder there; a gentle rub to Uthred's ears and an extra morsel snuck to Vara. It could not last; he knew it could not. Dol Guldur was still out there, and closer than ever. But for this short time, the ominous dread was held at bay by power outside themselves, and he was thankful for the respite. With a sigh he sat near Radagast as the last flames began to flicker and many of the company had turned to their bedrolls. "Tomorrow," he started, then paused. "We are close, aren't we? The gloom will return... or I suppose we will return to the gloom. Do you have any advice for the morning?" He listened quietly as the night deepened, and went to his rest determined for the next step. OOC/Mechanics Tarric will also do the Secure an Advantage + shadow from the match options, hoping to get a good & confident start in the morning. He still has a reroll from the earlier Shadow Walk if needed I think. Well the dice favor has left us it seems. Even with the reroll that's a Miss. I'll go ahead and burn momentum, then. That turns this into a Strong Hit and resets his momentum to 2. But then as a result of the strong hit, get +2 momentum again so he's at 4/10 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 Guldur (Extreme) ⬛▥⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛▩⬜⬜⬜⬜⬜ Delve: Haunted Tanglewood (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), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
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