Vladim Posted March 21 Author Clone Share Posted March 21 With newly-kindled wrath, Barin and Gramtyng pressed their advantage, seeking to avenge their comrade's fall. For even those who had not hunted orcs before had heard of their legendary cruelty and knew that they would give no quarter to felled foes. Their vicious attacks pierced the orcs' defenses as if driven by the very ghostly hand of the ancient spirit who had given them their most precious armaments. Cenegeslit seemed like a streak of light, dripping black orc-blood on the ground. The dwarf's axe fell on a limb and loped it off. In an instant, the odds were evened. But the orcs did not fall back. It would not have been easy to do so-not unless they were allowed the chance. Cornered and now aware of their doom, they fought tooth and nail, and their desperate assault found purchase against Barin's light armour. Meanwhile, the archers tried to shoot, but their aim was hindered: the melee had now become so wild that it was hard to separate friend from foe. For both orcs and companions now moved quickly, and were practically within gripping range of one another... Magric cried a few words in despair upon seeing the Beorning fall, but they went unheeded by most of his companions. OOC Round 4 summary: Company actions: Dahr-Ol is knocked unconscious, and is considered to be dying (but not dead). He is out of the fight. Gramtyng (forward) slays Orc soldier #2 and restores +3 endurance with Rally Comrades, to anyone that will lose endurance in the current round (if not unconscious). Barin (forward) slays Orc Soldier #1. Cecil (rearward) misses. Ernstyr (rearward) misses. Enemy actions: Black Uruk: N/A (slain) Snaga #1: N/A (slain) Snaga #2: N/A (escaped) Orc soldier #1: N/A (slain) Orc soldier #2: N/A (slain) Orc soldier #3 (-5 end): Attacks Barin (TN 15) and hits for 4 damage (but Gramtyng's Rally Comrades reduces this to just 1). Additionally, Barin must succeed at a protection test (TN 12) or receive a wound. Moreover, Barin is now Weary: all results of 1, 2 or 3 on all d6s count as 0. Orc soldier #4: Attacks Gramtyng (TN 12) but misses. Orc soldier #5: N/A (slain) Company stats on the first post updated. You have a few choices here: If you let the two remaining orcs flee, they will, but otherwise they will fight to the death. The archers can tell that Magric is telling the company to flee; the frontliners can hear that he is saying something, but they can't make out the words in the chaos of the fight. If you continue to fight, good luck for Round 5! Name xDiceName xDiceResult xDiceString xDiceRolls Ernstyr vs. Orc Soldier #4 [1] (2,5,6) = 14 tor(3,no) 1,2,5,6 Orc soldier #3 vs. Barin [10] (4,4) = 18 tor(2,no) 10,4,4 Orc soldier #4 vs. Gramtyng [1] (3,4) = 8 tor(2,no) 1,3,4 Link to comment Share on other sites More sharing options...
Modest_Proposal Posted March 24 Clone Share Posted March 24 (edited) T- Cecil Brandybuck -T Cecil stayed his bow, for in the melee, mud became their cloaks and faces and blood their blades. That was, until Barin clarified an orc and its limb. The remaining orcs tucked back from their hosts with wild eyes. He had seen this before - like deers after a wide shot. Instinct took his hands and he lengthened his bow. He had to put one down before it signaled others or - worse - lashed at Dahl-Ol. Edited March 25 by Modest_Proposal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Against Orc Soldier #3, Bow of the North Downs: Damage 5, Edge 10, Injury 14 14 1d12+3d6+3 1,3,4,3 Link to comment Share on other sites More sharing options...
Diofant Posted March 25 Clone Share Posted March 25 (edited) Gramtyng, son of Fastred Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ ▣ | AP: 1Personality: ✦✦✧ Movement: ✦✦✦ Perception: ✦✦✦ Survival: ✦✦✧ Custom: ✧✧✧ Vocation: ✦✦✧ ✦✧ | XP: 88(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Superior Fell - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 27/27 | Load: 15 | Fatigue: 1 [+1] | Hope: 12/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe ▣▣☐☐☐☐ Athletics ▣▣▣▣☐☐ Awareness ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ +Song ▣▣▣▣☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (7)Inspire ▣▣▣☐☐☐ Travel ▣▣▣☐☐☐ +Insight ▣▣▣☐☐☐ Healing☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ +Lore ▣▣▣☐☐☐ | WeaponsSwords ▣▣▣▣☐☐ Bow ▣▣▣☐☐☐ Dagger ▣☐☐☐☐☐ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 20 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(0) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ ▣ Gramtyng parried the next orc's blow with his shield and sliced for his neck with his blade - the creature's armor, however, deflected the brunt of the assault. "Let them all return to the swamps; we've used up too much time here and they have a runner." His encouragement was harsh, and Dahr-Ol had been knocked out, but they had to make the best of the situation regardless how it ended here. But where was Magric? He'd not seen any arrows flying from him since his first. OOC/Actions* Forward stance, attacking and using Inspire(Ancient Mail of Gondor). 10 dmg to Orc #4, and everyone Recovers 5 Endurance. Edited March 27 by Diofant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cenegeslit(Dmg 5, Edge 8, TN20) vs Orc #4 [3] (5,5,6,4) = 23 tor(4,no) 3,5,5,6,4 Inspire [7] (6,3,6) = 22 tor(3,no) 7,6,3,6 Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted March 25 Clone Share Posted March 25 Barin Greycloak The Orc's heavy, curved blade sliced across Barin's forearm, opening a deep, welling cut. Luckily, it was the arm with his buckler, rather than the one swinging his axe. However, the shock and pain of the blow momentarily staggered the stout dwarf, and the loss of blood he was now experiencing was definitely beginning to tire him out. Unable to disengage from his foe now, he tried to back away slightly whilst swinging his axe once again. This time, in a low horizontal sweep intending to take his foe out at the knees... OOC The protection tests come out at a total of 10 against TN12 (4 on the feat die, +4 from helm and +2 from protection mastery) ... if the helm doesn't offer any other specific protection modifiers against the blow from the orc, I'll spend a point of courage to convert the test into a success and avoid the wound. Also, this turn, moving from forward into open stance to try and avoid any further injury. Name xDiceName xDiceResult xDiceString xDiceRolls Protection Test (TN12) +4 modifier to add to total from helmet [4] (2,1) = 7 tor(2,no) 4,2,1 +1d6 for protection mastery... 2 1d6 2 Open stance against Orc #3 (TN9) [5] (0,4,0,0) (weary) = 9 tor(4,yes) 5,1,4,3,3 Link to comment Share on other sites More sharing options...
Vladim Posted March 28 Author Clone Share Posted March 28 The companions at the front pressed their advantage hard, but their wild onslaught gave the archers no opening. Missiles flew astray yet again, but the melee was quickly devolving into butchery. Barin fell in a more measured stance, weary from the protracted struggle and reluctant to overextend himself again. He had narrowly avoided great injury, but now his trusty axe felt heavy in his hand-as if it were made of lead. His swing was off his target by a wide margin-but at least he did not expose himself much, and so the orc's counterattack was equally unsuccessful. Meanwhile, Gramtyng was able to fare better-he struck a decisive blow that would have slain a weaker mountain-goblin on the spot. The orc, though certain of his impending doom, retaliated at once, and though the cruel strike did not injure or maim, the long exertions begun to wear Gram down... OOC Round 5 summary: Company actions: Dahr-Ol: N/A (unconscious). Gramtyng (forward) hits Orc soldier #4 for 10 damage and restores +5 endurance with Rally Comrades, to anyone that will lose endurance in the current round (if not unconscious). Barin (open) misses Orc Soldier #3, and spends a point of courage to avoid a wound (the helm with Warding-Spell only gives a bonus to Parry) Cecil (rearward) misses. Ernstyr (rearward) misses. Enemy actions: Black Uruk: N/A (slain) Snaga #1: N/A (slain) Snaga #2: N/A (escaped) Orc soldier #1: N/A (slain) Orc soldier #2: N/A (slain) Orc soldier #3 (-5 end): Attacks Barin (TN 18)... but misses, narrowly. Orc soldier #4 (-10 end): Attacks Gramtyng (TN 12)... and hits for -7 endurance (great success), but 5 of that is mitigated by Rally Comrades. Still, that's -2 endurance, which drops Gram to 15/27 and makes him Weary 20/27 (fixed an error on my part on how Rally Comrades works). Orc soldier #5: N/A (slain) Company stats on the first post updated. Good luck for Round 6! Name xDiceName xDiceResult xDiceString xDiceRolls Ernstyr vs. Orc Soldier #4 [4] (6,1,3) = 14 tor(3,no) 4,6,1,3 Orc soldier #3 vs. Barin [7] (5,5) = 17 tor(2,no) 7,5,5 Orc soldier #4 vs. Gramtyng [8] (6,4) = 18 tor(2,no) 8,6,4 Link to comment Share on other sites More sharing options...
Diofant Posted March 28 Clone Share Posted March 28 (edited) Gramtyng, son of Fastred Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ ▣ | AP: 1Personality: ✦✦✧ Movement: ✦✦✦ Perception: ✦✦✦ Survival: ✦✦✧ Custom: ✧✧✧ Vocation: ✦✦✧ ✦✧ | XP: 88(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Superior Fell - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 25/27 | Load: 15 | Fatigue: 1 [+1] | Hope: 12/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe ▣▣☐☐☐☐ Athletics ▣▣▣▣☐☐ Awareness ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ +Song ▣▣▣▣☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (7)Inspire ▣▣▣☐☐☐ Travel ▣▣▣☐☐☐ +Insight ▣▣▣☐☐☐ Healing☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ +Lore ▣▣▣☐☐☐ | WeaponsSwords ▣▣▣▣☐☐ Bow ▣▣▣☐☐☐ Dagger ▣☐☐☐☐☐ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 20 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(0) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ ▣ Suffering a nasty cut as a result of his open swing, the horselord growled, following up with a slice of his own. Barin seemed to be struggling with his orc, and though the arrows had an effect on the orcs' morale, they'd not felled the last two - likely because they were in the way. "Come on, Barin, we're nearly done here. I'll flank the shadowspawn once this one falls." He swung his blade, aiming to end the orc that tied him up. OOC/Actions* Forward stance, attacking and using Inspire(Ancient Mail of Gondor). 5 Endurance to everyone conscious, 10 damage to the orc. Edited March 28 by Diofant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cenegeslit(Dmg 5, Edge 8, TN20) vs Orc #4 [5] (5,1,4,6) = 21 tor(4,no) 5,5,1,4,6 Inspire [3] (5,2,6) = 16 tor(3,no) 3,5,2,6 Link to comment Share on other sites More sharing options...
Vladim Posted March 29 Author Clone Share Posted March 29 With a fell sword-sweep the bard slew the orc-and now there was only one left, though his doom was surely sealed. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted April 2 Clone Share Posted April 2 Barin Greycloak Barin's strength was almost faded. By now he had registered, somewhere, that Dahr-Ol was down and out of the fight, as was Elfwynn. Indeed, there was but Gram and he left in the Meleé, and scant aid from the archers in this mist and the tall reeds. He knew that if he didn't bring his opponent down now, in this very instant, that it could all be over for him. Gram's words did give him a boost though he could barely hear them over his own ragged breath and the clash of steel against steel. One more swing, that's all it would take. It was all he had left to give. Attempting a feint, he stumbled, deliberately, trying to throw his opponent off-balance and leave him open for a swift upward blow from his axe... Name xDiceName xDiceResult xDiceString xDiceRolls Open stance against Orc #5, weary, TN9 [7] (0,0,0,6) (weary) = 13 tor(4,yes) 7,2,3,3,6 Link to comment Share on other sites More sharing options...
Vladim Posted April 2 Author Clone Share Posted April 2 The dwarf's last strength, mustered for one final attack, pressed the orc hard. He tried to raise his buckler to defend the blow, and nearly succeeded at it-but in the end, it proved insufficient. The blow knocked the thing aside and out of the creature's grasp and managed-just barely-to pierce through the last defenses. The orc soon lay dead at Barin's feet. With their final foe felled, the fight was won. But it came at a hefty price. Elfwyn, wounded but not unconscious, had managed to crawl to Dahr-Ol's side. But the Beorning lay with eyes shut, unresponsive to her pleas. She cried for aid: only a healer now could revive her companion. At a few yards' distance away lay also the unknown man who had been shot in the back just moments prior to the onset of battle. Whether he lived still or had departed was presently unknown. If he still clung onto life, he no doubt also needed the skills of a healer. And then there was the matter of the escaped scout. Would he return with more of his foul kin? OOC Dahr-Ol is considered dying, and needs a successful Healing check within 12 hours to survive. I think the TN is 14. If I recall Healing rules, only one check is allowed per day, so it's basically a check that must succeed. The arrow-pierced man also must be treated, but because the fight lasted so long, his fate is sealed. A healing check will only restore him to consciousness long enough to answer questions: 1, 2 or 3 depending on if it is a normal, great or extraordinary success, respectively. Resting for half an hour here restores endurance equal to a PC's basic heart rating. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Modest_Proposal Posted April 7 Clone Share Posted April 7 (edited) T- Cecil Brandybuck -T Cecil slung his bow and bounded toward Dahr-Ol and Elfwyn, dodging the carnage as best he could until he reached an impasse… The still stranger! An arrow stuck from his back like a flag of crimson fletching. Ernstyr had already taken position by Dahr-Ol and so he sunk down. He compressed a pale wad of pipeweed between his thumb and forefinger and crammed the thick of it in his pipe. Then with practiced efficiency, he struck a flint until a rising thread made way to billowing white. He wiped off the excess. “A good three days’ pack, this is. It’d wake a fish off the plate. Come on, take a good long puff, now... Let it in.” He lifted the man’s head. Blood and mud ran down Cecil’s arm. The arrow had pierced clean through and kept his torso angled in the muck. There was nothing he could do, besides give the man a moment to make peace. He turned to Dahr-Ol without looking too closely. Ernstyr, by his testament, was an experienced healer and practiced in the wounds of war. But Cecil preferred not to think about it. That Dahr-Ol could die was an impossibility, like the falling of a stout tree. “As much as you like, now. Don’t make me beg...” He swiftly placed his knee behind the man’s head, feeling for signs of movement. Using my Herb-lore trait to score a basic success. Edited April 8 by Modest_Proposal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted April 8 Author Clone Share Posted April 8 With their foes lying at their feel, the companions scrambled to deal with the aftermath. Two of them-Dahr-Ol and Elfwyn-had paid dearly for this victory, and both bore wounds that might still claim their lives. The Beorning's injuries were by far the more severe, and he still lay unconscious next to the body of the Black Uruk that he had single-handedly slain. The shield-maiden, who had fought throughout to keep the orcs away from her companion's body, hobbled towards Ernstyr. "Help me!" she cried as soon as she could see the Woodman through the mists, stealth be damned. "He is dying! Come!" Such was her concern over Dahr-Ol, and such was her sense of urgency, that she did not even mention her own injury. Meanwhile, Magric too rushed for what had, until recently, been the frontline. But he was no healer, and could lend little aid to Ernstyr. He looked pale and grim, and he quickly found Gram, who stood with a bloodied Cenegeslit still in hand. "They will find us." he warned the bard. "They will hunt us down! We must move, and quickly!" Gone was now his cheery disposition. Fear had taken him, and it was fear that compelled him to give such counsel. But it was, perhaps, prudent. The orc-scout had escaped, after all. It was reasonable to guess that another war party-larger and warier and better prepared-would be sent against them. And this time, the company would find it more difficult to catch them by surprise. Not far from them, Cecil was at work already. There was little hope for the poor man. His wound was too deep, and it was too late to staunch the bleeding. He helped him to an easier posture, and the fragrant weed slowly made him stir to his senses-just barely. He opened his eyes, and they were as if made with glass, and he looked at first past him and towards the shrouded sky, lost and perplexed. At length he turned his eyes to the hobbit. They went wide in amazement, and started to cloud with tears as he at long last realized that this was no dream or strange vision. He tried to speak, but it was not easy: blood was filling his lungs quickly, and instead he only managed a feeble cough. OOC Cecil has managed to revive the escaped orc-thrall, and he can ask one question before he dies. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eric Posted April 9 Clone Share Posted April 9 Ernstyr of Rhosgobel "Alas!" Ernstyr's legs carried him forward to the midst of the battle-ground, there finding the extent to which his arrow-craft had failed the mighty warriors. Dahr-Ol's wound was so grievous that the Woodman immediately despaired, before Elfwynn's cry stirred his mind to the present--and the obvious fact that, grievous or no, breath still filled the Beorning's lungs. Tossing his bow to the ground, Ernstyr hastened to the man's side, fumbling as he ran to find the salves and herbs and bandages rolled tightly in its canvas case within his pack. The work was taxing, both physically and mentally, for the flood of red blood seemed endless. Yet after a few moments, with the right tightness of compression and the application of some of his sacred supply of athelas, the flow ebbs and then stops entirely. If they were still in the relative safety of Mountain Hall, all would be well with him. But this was not Mountain Hall, and all was not well. He looked up from his grim task, a grave expression on his face as he stared down Magric from a few paces away. "Dahr-Ol should not be moved, lest he bleed to death. Yet your counsel is wise. How shall we accomplish this?" OOC Ernstyr uses herb-lore to save Dahr-Ol's life for now. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted April 9 Author Clone Share Posted April 9 Magric turned to Ernstyr. His gaze drifted towards the valiant Beorning that lay bleeding by him, and then to a distant point where the horizon likely lay-though presently neither he nor anyone else could see it, shrouded in the mists as it was. "We cannot leave him behind." he said at length-a sentiment likely shared by the rest of the company, and Elfwyn most of all. "Do what you must, Ernstyr, and what you can. If they return, then we will have no choice but fight them again." The shield-maiden then looked to the Woodman and spoke. "Tell me what needs to be done, and I will do it." OOC The invocation of the Herb-lore trait scores an automatic success. @thesloth please mark your wound as treated on your sheet (and I will do the same in the 1st post of this thread). Dahr-Ol is-alas-still unconscious; he will only wake up when he recovers at least 1 point of Endurance. This can happen with a night's rest, even if it is 'on the road', as explained in the recovery rules. From now on, while the company remains 'on the road', Dahr-Ol will be recovering endurance at a rate of 1 point per night, and the wound will be removed when he is back to full endurance. Resting at a safe place (e.g., an allied settlement) can speed up recovery, but if the company wants this, they'll have to travel there first. Narratively, let's say that Ernstyr takes some time to treat Dahr-Ol's wound (with potential help from Elfwyn). This means that everyone not injured can recover endurance equal to their basic heart score if they lost it in the fight. I think this translates to: Barin: +3 endurance (updated) Gramtyng: +5 endurance (updated) If you are Weary, this condition does not change until Endurance > Fatigue and after a night of rest. The orcs will not return so quickly, but let's say, for the sake of expediency, that after Dahr-Ol's wound is treated he can be carried by his companions to a nearby place to rest for the night. Next steps: Let's first resolve Cecil's question (which happens at the same time as Ernstyr & Elfwyn are working on Dahr-Ol). Then, let's fast-forward to the night, and let's have a POV of (conscious) companions before we write how Dahr-Ol wakes up (and after that, I'll let you guys decide what you want to do-continue the mission, or seek a safe place, or something else). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Modest_Proposal Posted April 10 Clone Share Posted April 10 Cecil Brandybuck Cecil ignored Magric for the moment, though he knew he was right. "I do not know your name." He lifted his pipe from the man's mouth and let smoke swell behind his own trembling lips. He could taste the trace of blood, but tried not to show it. Then he gave it back as one would to a friend by the lazy sunset. "You are not alone. Others will know your name; where you have been. What should we tell them? What shall we tell Winfrith?" He froze. It was a guess, but a reasonable one. Still, he would not dwell on the name. "They are not far. What song will carry you to your people?" Despite the killings these past weeks, he had not until today truly seen death. The man's head was heavy and warm upon his knee. Bodies surrounded them, perhaps as close to life as this man was, groaning in agony and the wonder of the end. He had never so badly wished to be home and to have never left. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted April 10 Author Clone Share Posted April 10 The man strained between laboured breaths, and as he rested against Cecil's body, his head seemed to grow as heavy as a stone. The hobbit could not tell how much of his mind or senses the poor, unlucky fellow still retained. He was not certain that he could even hear the question. But confirmation came quickly. "Walar..." A single word was all that he could muster. He tried to say more, but he could not: he quickly fell into a cough, and his life-what little was left of it-quickly faded before Cecil's eyes. But perhaps the hobbit's act was not entirely futile. The passing was not peaceful-few ever are-but it was swift and merciful, and the man's pain was lessened in his final moments. For some, there could be comfort in that knowledge. But the death still seemed cruel and senseless. At least Ernstyr was still knelt by Dahr-Ol's body. Walar's tale had reached its end, but there was hope for the Beorning yet... OOC Everyone witnessing Walar's passing should give me a corruption (Wisdom) check at TN 14 due to anguish. On a failure, gain +1 shadow. As different members of the company are presently focused at different tasks, I leave it to your discretion to decide if your PC is/has been paying attention to Walar's passing. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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