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BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 5 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

Still wheezing, Tarric heard Idunn's words over the shouts and jeering. She was right - he couldn't let himself be pinned like this. But Dagmar was down here with him... his broad hand struck out, aiming for her face. The woman twisted away, though, and his hand slid off uselessly. She leaned harder on her elbow and the Beorning struggled to move but refused to give up just yet.

Shadow edged Tarric's vision, but oddly he found it increased his focus. He would not lose here. Not only for his pride, but also for what might happen to his companions if he fell. His glance fell across the sad parcel of dead birds, not far away. Vara may not have been among them this time, but what of next? And the birds that were in there had deserved their fate not at all. He'd seen Radagast's face. They were no less friends simply because he did not know their names. This could not be borne.

With renewed motivation he unleashed the bear enough to release a great roar, right in Dagmar's face as she turned back after his failed strike. Despite herself, she faltered before such a vicious noise. She flinched, and Tarric writhed so violently she was tossed aside. He rolled and pounced before she could recover, delivering a hard punch aimed for her face again.

His fist caught Dagmar just as she started to rise, and she staggered, falling back to the ground again. Her hand was pressed to her abused jaw as she slumped, staring at the floor. The fight was over, though it was yet to be seen if anything had changed as a result.

OOC/Mechanics

Updated momentum from Idunn's Aid. (momentum now 3/10)

Clash + iron - Miss. Add to Tarric's failure track. Pay the Price and the foe still has initiative.

Pay the Price - I don't think taking Harm actually works for the price of this particular move, instead let's do -1 momentum this time. Now 2/10 momentum.

Secure an Advantage + iron, adding Turn the Tide to snag initiative - Strong Hit with Match. 'Take Control' - +1 on the next move (not a progress move). +1 momentum from hit on Turn the Tide, now 3/10. For the match, maybe a bit extra advantage, +another 1 on the next move? Tarric has initiative but needs a strong hit on an action move before he can end the fight. Cancel that, going to use this Strong Hit to End the Fight. Get +2 momentum from Secure an Advantage, and +1 momentum from Turn the Tide, now 5/10.

Strike + iron, +2 from Advantage + Match - Weak Hit. Inflict your harm (1 harm, 2 boxes - progress is now 10/10). But Tarric no longer has initiative and can't End the Fight yet. Ignore this.

End the Fight vs Progress 8/10 - Weak Hit. The fight is over, but Dagmar won't forget this (and has probably learned nothing).


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Journey: To Tyrant's Hill (Troublesome)
Combat: Dagmar (Dangerous)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 3 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

Still wheezing, Tarric heard Idunn's words over the shouts and jeering. She was right - he couldn't let himself be pinned like this. But Dagmar was down here with him... his broad hand struck out, aiming for her face. The woman twisted away, though, and his hand slid off uselessly. She leaned harder on her elbow and the Beorning struggled to move but refused to give up just yet.

Shadow edged Tarric's vision, but oddly he found it increased his focus. He would not lose here. Not only for his pride, but also for what might happen to his companions if he fell. His glance fell across the sad parcel of dead birds, not far away. Vara may not have been among them this time, but what of next? And the birds that were in there had deserved their fate not at all. He'd seen Radagast's face. They were no less friends simply because he did not know their names. This could not be borne.

With renewed motivation he unleashed the bear enough to release a great roar, right in Dagmar's face as she turned back after his failed strike. Despite herself, she faltered before such a vicious noise. She flinched, and Tarric writhed so violently she was tossed aside. He rolled and pounced before she could recover, delivering a hard punch aimed for her face again.

This time she got her arm up to block the blow. It hurt, he could hear her grunt at the impact, but she shoved him back and rolled to her feet. For a moment they stared at each other warily as they caught their breath.

OOC/Mechanics

Updated momentum from Idunn's Aid. (momentum now 3/10)

Clash + iron - Miss. Add to Tarric's failure track. Pay the Price and the foe still has initiative.

Pay the Price - I don't think taking Harm actually works for the price of this particular move, instead let's do -1 momentum this time. Now 2/10 momentum.

Secure an Advantage + iron, adding Turn the Tide to snag initiative - Strong Hit with Match. 'Take Control' - +1 on the next move (not a progress move). +1 momentum from hit on Turn the Tide, now 3/10. For the match, maybe a bit extra advantage, +another 1 on the next move? Tarric has initiative but needs a strong hit on an action move before he can end the fight.

Strike + iron, +2 from Advantage + Match - Weak Hit. Inflict your harm (1 harm, 2 boxes - progress is now 10/10). But Tarric no longer has initiative and can't End the Fight yet.


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Journey: To Tyrant's Hill (Troublesome)
Combat: Dagmar (Dangerous)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 3 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

Still wheezing, Tarric heard Idunn's words over the shouts and jeering. She was right - he couldn't let himself be pinned like this. But Dagmar was down here with him... his broad hand struck out, aiming for her face. The woman twisted away, though, and his hand slid off uselessly. She leaned harder on her elbow and the Beorning struggled to move but refused to give up just yet.

Shadow edged Tarric's vision, but oddly he found it increased his focus. He would not lose here. Not only for his pride, but also for what might happen to his companions if he fell. His glance fell across the sad parcel of dead birds, not far away. Vara may not have been among them this time, but what of next? And the birds that were in there had deserved their fate not at all. He'd seen Radagast's face. They were no less friends simply because he did not know their names. This could not be borne.

With renewed motivation he unleashed the bear enough to release a great roar, right in Dagmar's face as she turned back after his failed strike. Despite herself, she faltered before such a vicious noise. She flinched, and Tarric writhed so violently she was tossed aside. He rolled and pounced before she could recover...

OOC/Mechanics

Updated momentum from Idunn's Aid. (momentum now 3/10)

Clash + iron - Miss. Add to Tarric's failure track. Pay the Price and the foe still has initiative.

Pay the Price - I don't think taking Harm actually works for the price of this particular move, instead let's do -1 momentum this time. Now 2/10 momentum.

Secure an Advantage + iron, adding Turn the Tide to snag initiative - Strong Hit with Match. 'Take Control' - +1 on the next move (not a progress move). +1 momentum from hit on Turn the Tide, now 3/10. For the match, maybe a bit extra advantage, +another 1 on the next move? Tarric has initiative but needs a strong hit on an action move before he can end the fight.

Strike + iron, +2 from Advantage + Match - Weak Hit. Inflict your harm (1 harm, 2 boxes - progress is now 10/10). But Tarric no longer has initiative and can't End the Fight yet.


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Journey: To Tyrant's Hill (Troublesome)
Combat: Dagmar (Dangerous)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 3 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

Still wheezing, Tarric heard Idunn's words over the shouts and jeering. She was right - he couldn't let himself be pinned like this. But Dagmar was down here with him... his broad hand struck out, aiming for her face. The woman twisted away, though, and his hand slid off uselessly. She leaned harder on her elbow and the Beorning struggled to move but refused to give up just yet.

Shadow edged Tarric's vision, but oddly he found it increased his focus. He would not lose here. Not only for his pride, but also for what might happen to his companions if he fell. His glance fell across the sad parcel of dead birds, not far away. Vara may not have been among them this time, but what of next? And the birds that were in there had deserved their fate not at all. He'd seen Radagast's face. They were no less friends simply because he did not know their names. This could not be borne.

With renewed motivation he unleashed the bear enough to release a great roar, right in Dagmar's face as she turned back after his failed strike. Despite herself, she faltered before such a vicious noise. She flinched, and Tarric writhed so violently she was tossed aside. He rolled and pounced before she could recover...

OOC/Mechanics

Updated momentum from Idunn's Aid. (momentum now 3/10)

Clash + iron - Miss. Add to Tarric's failure track. Pay the Price and the foe still has initiative.

Pay the Price - I don't think taking Harm actually works for the price of this particular move, instead let's do -1 momentum this time. Now 2/10 momentum.

Secure an Advantage + iron, adding Turn the Tide to snag initiative - Strong Hit with Match. 'Take Control' - +1 on the next move (not a progress move). +1 momentum from hit on Turn the Tide, now 3/10. For the match, maybe a bit extra advantage, +another 1 on the next move? Tarric has initiative but needs a strong hit on an action move before he can end the fight.

Strike + iron, +2 from Advantage + Match -


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Journey: To Tyrant's Hill (Troublesome)
Combat: Dagmar (Dangerous)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

Still wheezing, Tarric heard Idunn's words over the shouts and jeering. She was right - he couldn't let himself be pinned like this. But Dagmar was down here with him... his broad hand struck out, aiming for her face. The woman twisted away, though, and his hand slid off uselessly. She leaned harder on her elbow and the Beorning struggled to move but refused to give up just yet.

OOC/Mechanics

Updated momentum from Idunn's Aid. (momentum now 3/10)

Clash + iron - Miss. Add to Tarric's failure track. Pay the Price and the foe still has initiative.

Pay the Price - I don't think taking Harm actually works for the price of this particular move, instead let's do -1 momentum this time. Now 2/10 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 Goldur (Extreme)
Failure:
Journey: To Tyrant's Hill (Troublesome)
Combat: Dagmar (Dangerous)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

Still wheezing, Tarric heard Idunn's words over the shouts and jeering. She was right - he couldn't let himself be pinned like this. But Dagmar was down here with him... his broad hand struck out, aiming for her face. The woman twisted away, though, and his hand slid off uselessly. She leaned harder on her elbow and the Beorning struggled to move.

OOC/Mechanics

Updated momentum from Idunn's Aid. (momentum now 3/10)

Clash + iron - Miss. Add to Tarric's failure track. Pay the Price and the foe still has initiative.

Pay the Price - I don't think taking Harm actually works for the price of this particular move, instead let's do -1 momentum this time. Now 2/10 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 Goldur (Extreme)
Failure:
Journey: To Tyrant's Hill (Troublesome)
Combat: Dagmar (Dangerous)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 3 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

Still wheezing, Tarric heard Idunn's words over the shouts and jeering. She was right - he couldn't let himself be pinned like this. But Dagmar was down here with him... his broad hand struck out, aiming for her face.

OOC/Mechanics

Updated momentum from Idunn's Aid. (momentum now 3/10)


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Journey: To Tyrant's Hill (Troublesome)
Combat: Dagmar (Dangerous)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

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